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// Spell Demon's Souls -  leon - 2017-10-21
106// https://www.shadertoy.com/view/XljcD1
107
108// A sketch inspired by Dark Souls. Sometime you can see the twisted souls emerging from the distorted shapes. I could tweak this for days and nights...
109
110#define STEPS 1./50.
111#define VOLUME_BIAS 0.01
112#define MIN_DIST 0.005
113#define STEP_DAMPING .9
114#define PI 3.14159
115#define TAU PI*2.
116
117// raymarch toolbox
118float rng (vec2 seed) { return fract(sin(dot(seed*.1684,vec2(54.649,321.547)))*450315.); }
119mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
120float sdSphere (vec3 p, float r) { return length(p)-r; }
121float sdCylinder (vec2 p, float r) { return length(p)-r; }
122float sdIso(vec3 p, float r) { return max(0.,dot(p,normalize(sign(p))))-r; }
123float sdBox( vec3 p, vec3 b ) {
124  vec3 d = abs(p) - b;
125  return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
126}
127float amod (inout vec2 p, float count) {
128    float an = TAU/count;
129    float a = atan(p.y,p.x)+an/2.;
130    float c = floor(a/an);
131    a = mod(a,an)-an/2.;
132    p.xy = vec2(cos(a),sin(a))*length(p);
133    return c;
134}
135
136float repeat (float v, float c) { return mod(v,c)-c/2.; }
137float smin (float a, float b, float r) {
138    float h = clamp(.5+.5*(b-a)/r, 0., 1.);
139    return mix(b,a,h)-r*h*(1.-h);
140}
141
142// geometry for spell
143float tubes (vec3 pos) {
144
145    // cylinder made of 8 tube
146    float cylinderRadius = .02; // change shape
147    vec3 p = pos;
148    p.xz *= rot(p.y*.5); // twist amount
149    float c = amod(p.xz, 8.); // amount of tubes
150    p.x -= 2.; // tube cylinder radius
151    float tube = sdCylinder(p.xz, cylinderRadius);
152
153    // another cylinder made of tubes 16
154    p = pos;
155    p.xz *= rot(-p.y*.5); // twist amount
156    c = amod(p.xz, 16.); // amount of tubes
157    p.x -= 2.; // tube cylinder radius
158    tube = smin(tube, sdCylinder(p.xz, cylinderRadius), .15);
159    return tube;
160}
161
162// geometry for spell
163float disks (vec3 pos) {
164    float radius = 1.5;
165    float radiusInner = .57;
166    float thin = .01;
167    float repeatY = 2.;
168    float cellY = floor(pos.y/repeatY);
169    float a = atan(pos.z,pos.x)-iGlobalTime*.3+cellY*.1;
170    vec3 p = pos;
171    p.y += sin(a*6.)*.1;
172    p.y = repeat(p.y, repeatY);
173    float disk = max(-sdCylinder(p.xz, radiusInner), sdCylinder(p.xz, radius));
174    disk = max(abs(p.y)-thin,disk);
175    return disk;
176}
177
178vec3 anim1 (vec3 p) {
179    float t = iGlobalTime*.5;
180    p.xz *= rot(t);
181    p.xy *= rot(t*.7);
182    p.yz *= rot(t*.5);
183    return p;
184}
185
186vec3 anim2 (vec3 p) {
187    float t = -iGlobalTime*.4;
188    p.xz *= rot(t*.9);
189    p.xy *= rot(t*.6);
190    p.yz *= rot(t*.3);
191    return p;
192}
193
194float map (vec3 pos) {
195    float scene = 1000.;
196
197    // ground and ceiling
198#ifdef BUMP
199    float bump = texture(iChannel0, pos.xz*.1).r;
200#else
201    float bump = 0.0;
202#endif
203    float ground = 2. - bump*.1;
204    scene = min(scene, pos.y+ground);
205    scene = min(scene, -(pos.y-ground));
206
207    // spell geometry 1
208    vec3 p = pos;
209    p.y += sin(atan(p.z,p.x)*10.)*3.; // change numbers to get new distortion
210    p.xz *= rot(p.y*.2-iGlobalTime);
211    p = anim1(p);
212    p.x = length(p.xyz)-3.;
213    scene = smin(scene, tubes(p), .5);
214    scene = smin(scene, disks(p), .5);
215
216    // spell geometry 2
217    p = pos;
218    p.y += sin(atan(p.z,p.x)*3.)*2.; // change numbers to get new distortion
219    p = anim2(p);
220    p.xz *= rot(p.y+iGlobalTime);
221    p.x = length(p.xyz)-3.;
222    scene = smin(scene, tubes(p), .3);
223    scene = smin(scene, disks(p), .3);
224
225    return scene;
226}
227
228void camera (inout vec3 p) {
229#ifdef MOUSE
230    p.xz *= rot((-PI*(iMouse.x/iResolution.x-.5)));
231#else
232    p.xz *= rot((-PI*(0.0/iResolution.x-.5)));
233#endif
234}
235
236void mainImage( out vec4 color, in vec2 uv )
237{
238	uv = (uv.xy-.5*iResolution.xy)/iResolution.y;
239#ifdef MOUSE
240    vec2 mouse = iMouse.xy/iResolution.xy;
241#else
242    vec2 mouse = 0.0/iResolution.xy;
243#endif
244    vec3 eye = vec3(0.,0.,-7.+mouse.y*3.);
245    vec3 ray = normalize(vec3(uv,.7));
246    camera(eye);
247    camera(ray);
248    vec3 pos = eye;
249    float shade = 0.;
250    for (float i = 0.; i <= 1.; i += STEPS) {
251        float dist = map(pos);
252        if (dist < VOLUME_BIAS) {
253            shade += STEPS;
254        }
255        if (shade >= 1.) break;
256        dist *= STEP_DAMPING + .1 * rng(uv+fract(iGlobalTime));
257        dist = max(MIN_DIST, dist);
258        pos += dist * ray;
259    }
260	color = vec4(1);
261    color.rgb *= shade;
262}
263
264 void main(void)
265{
266  //just some shit to wrap shadertoy's stuff
267  vec2 FragCoord = vTexCoord.xy*OutputSize.xy;
268  mainImage(FragColor,FragCoord);
269}
270#endif
271