1// Compatibility #ifdefs needed for parameters 2#ifdef GL_ES 3#define COMPAT_PRECISION mediump 4#else 5#define COMPAT_PRECISION 6#endif 7 8// Parameter lines go here: 9#pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.84 0.0 1.0 0.01 10#ifdef PARAMETER_UNIFORM 11// All parameter floats need to have COMPAT_PRECISION in front of them 12uniform COMPAT_PRECISION float RETRO_PIXEL_SIZE; 13#else 14#define RETRO_PIXEL_SIZE 0.84 15#endif 16 17#if defined(VERTEX) 18 19#if __VERSION__ >= 130 20#define COMPAT_VARYING out 21#define COMPAT_ATTRIBUTE in 22#define COMPAT_TEXTURE texture 23#else 24#define COMPAT_VARYING varying 25#define COMPAT_ATTRIBUTE attribute 26#define COMPAT_TEXTURE texture2D 27#endif 28 29#ifdef GL_ES 30#define COMPAT_PRECISION mediump 31#else 32#define COMPAT_PRECISION 33#endif 34 35COMPAT_ATTRIBUTE vec4 VertexCoord; 36COMPAT_ATTRIBUTE vec4 COLOR; 37COMPAT_ATTRIBUTE vec4 TexCoord; 38COMPAT_VARYING vec4 COL0; 39COMPAT_VARYING vec4 TEX0; 40// out variables go here as COMPAT_VARYING whatever 41 42vec4 _oPosition1; 43uniform mat4 MVPMatrix; 44uniform COMPAT_PRECISION int FrameDirection; 45uniform COMPAT_PRECISION int FrameCount; 46uniform COMPAT_PRECISION vec2 OutputSize; 47uniform COMPAT_PRECISION vec2 TextureSize; 48uniform COMPAT_PRECISION vec2 InputSize; 49 50// compatibility #defines 51#define vTexCoord TEX0.xy 52#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize 53#define OutSize vec4(OutputSize, 1.0 / OutputSize) 54 55void main() 56{ 57 gl_Position = MVPMatrix * VertexCoord; 58 TEX0.xy = VertexCoord.xy; 59// Paste vertex contents here: 60} 61 62#elif defined(FRAGMENT) 63 64#if __VERSION__ >= 130 65#define COMPAT_VARYING in 66#define COMPAT_TEXTURE texture 67out vec4 FragColor; 68#else 69#define COMPAT_VARYING varying 70#define FragColor gl_FragColor 71#define COMPAT_TEXTURE texture2D 72#endif 73 74#ifdef GL_ES 75#ifdef GL_FRAGMENT_PRECISION_HIGH 76precision highp float; 77#else 78precision mediump float; 79#endif 80#define COMPAT_PRECISION mediump 81#else 82#define COMPAT_PRECISION 83#endif 84 85uniform COMPAT_PRECISION int FrameDirection; 86uniform COMPAT_PRECISION int FrameCount; 87uniform COMPAT_PRECISION vec2 OutputSize; 88uniform COMPAT_PRECISION vec2 TextureSize; 89uniform COMPAT_PRECISION vec2 InputSize; 90uniform sampler2D Texture; 91COMPAT_VARYING vec4 TEX0; 92// in variables go here as COMPAT_VARYING whatever 93 94// compatibility #defines 95#define Source Texture 96#define vTexCoord TEX0.xy 97 98#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize 99#define OutSize vec4(OutputSize, 1.0 / OutputSize) 100 101// delete all 'params.' or 'registers.' or whatever in the fragment 102float iGlobalTime = float(FrameCount)*0.025; 103vec2 iResolution = OutputSize.xy; 104 105// Smoke Rings - leon - 2017-05-09 106// https://www.shadertoy.com/view/4sSyDd 107 108// Experimenting shapes 109 110// training for modeling shapes 111// using koltes code as base https://www.shadertoy.com/view/XdByD3 112// using iq articles 113// using mercury library 114 115#define PI 3.1415926535897932384626433832795 116#define TAU 6.283185307179586476925286766559 117#define t iGlobalTime 118 119mat2 rz2 (float a) { float c=cos(a), s=sin(a); return mat2(c,s,-s,c); } 120float sphere (vec3 p, float r) { return length(p)-r; } 121float iso (vec3 p, float r) { return dot(p, normalize(sign(p)))-r; } 122float cyl (vec2 p, float r) { return length(p)-r; } 123float cube (vec3 p, vec3 r) { return length(max(abs(p)-r,0.)); } 124vec2 modA (vec2 p, float count) { 125 float an = TAU/count; 126 float a = atan(p.y,p.x)+an*.5; 127 a = mod(a, an)-an*.5; 128 return vec2(cos(a),sin(a))*length(p); 129} 130float smin (float a, float b, float r) 131{ 132 float h = clamp(.5+.5*(b-a)/r,0.,1.); 133 return mix(b, a, h) - r*h*(1.-h); 134} 135 136float map (vec3 p) 137{ 138 float sph3 = sphere(p, 3.); 139 p.yz *= rz2(t*.2); 140 p.xy *= rz2(t*.3); 141 142 float d = length(p); 143 144 float a = atan(p.y,p.x); 145 float l = length(p.xy)-2.; 146 p.xy = vec2(l,a); 147 148 float as = PI*0.3; 149 p.z += sin(a*2.+sin(l*4.))*.5; 150 151 float wave1 = sin(p.y*6.)*.5+.5; 152 float wave2 = .5+.5*sin(p.z*3.+t); 153 154 p.x -= sin(p.z*1.+t)*.5; 155 p.z = mod(p.z+t,as)-as*.5; 156 157 float sphR = .2-.1*wave1; 158 float sphC = .3; 159 float sphN = 0.2; 160 float sph1 = sphere(vec3(p.x,mod(sphN*p.y/TAU+t*.1,sphC)-sphC*.5,p.z), sphR); 161 162 p.xz *= rz2(p.y*3.); 163 p.xz = modA(p.xz, 3.); 164 p.x -= 0.3*wave2; 165 float cyl1 = cyl(p.xz, 0.02); 166 float sph2 = sphere(vec3(p.x,mod(p.y*2.-t,1.)-.5,p.z), .1); 167 168 return smin(sph1, smin(cyl1,sph2,.2), .2); 169} 170 171void mainImage( out vec4 fragColor, in vec2 fragCoord ) 172{ 173 vec2 uv = (fragCoord.xy-.5*iResolution.xy)/iResolution.y; 174 vec3 ro = vec3(uv,-5), rp = vec3(uv,1), mp = ro; 175 int i = 0; 176 const int count = 50; 177 for(;i<count;++i) { 178 float md = map(mp); 179 if (md < 0.001) { 180 break; 181 } 182 mp += rp*md*.35; 183 } 184 float r = float(i)/float(count); 185 fragColor = vec4(1); 186 fragColor *= smoothstep(.0,10.,length(mp-ro)); 187 fragColor *= r; 188 fragColor = 1. - fragColor; 189} 190 191 void main(void) 192{ 193 //just some shit to wrap shadertoy's stuff 194 vec2 FragCoord = vTexCoord.xy*OutputSize.xy; 195 mainImage(FragColor,FragCoord); 196} 197#endif 198