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// Sound - Digital Ambience - srtuss - 2014-07-31 106// https://www.shadertoy.com/view/MdXXW2 107 108// i tried to rebuild the technique that creates the ambience sounds in my game project. it's based on additive synthesis. go ahead and "listen" to various textures 109 110// srtuss, 2014 111 112vec2 rotate(vec2 p, float a) 113{ 114 return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a)); 115} 116 117#define ITS 8 118 119vec2 circuit(vec3 p) 120{ 121 p = mod(p, 2.0) - 1.0; 122 float w = 1e38; 123 vec3 cut = vec3(1.0, 0.0, 0.0); 124 vec3 e1 = vec3(-1.0); 125 vec3 e2 = vec3(1.0); 126 float rnd = 0.23; 127 float pos, plane, cur; 128 float fact = 0.9; 129 float j = 0.0; 130 for(int i = 0; i < ITS; i ++) 131 { 132 pos = mix(dot(e1, cut), dot(e2, cut), (rnd - 0.5) * fact + 0.5); 133 plane = dot(p, cut) - pos; 134 if(plane > 0.0) 135 { 136 e1 = mix(e1, vec3(pos), cut); 137 rnd = fract(rnd * 9827.5719); 138 cut = cut.yzx; 139 } 140 else 141 { 142 e2 = mix(e2, vec3(pos), cut); 143 rnd = fract(rnd * 15827.5719); 144 cut = cut.zxy; 145 } 146 j += step(rnd, 0.2); 147 w = min(w, abs(plane)); 148 } 149 return vec2(j / float(ITS - 1), w); 150} 151 152float scene(vec3 p) 153{ 154 vec2 cir = circuit(p); 155 return exp(-100.0 * cir.y) + pow(cir.x * 1.8 * (sin(p.z * 10.0 + iGlobalTime * -5.0 + cir.x * 10.0) * 0.5 + 0.5), 8.0); 156} 157 158float nse(float x) 159{ 160 return fract(sin(x * 297.9712) * 90872.2961); 161} 162 163float nseI(float x) 164{ 165 float fl = floor(x); 166 return mix(nse(fl), nse(fl + 1.0), smoothstep(0.0, 1.0, fract(x))); 167} 168 169float fbm(float x) 170{ 171 return nseI(x) * 0.5 + nseI(x * 2.0) * 0.25 + nseI(x * 4.0) * 0.125; 172} 173 174void mainImage( out vec4 fragColor, in vec2 fragCoord ) 175{ 176 vec2 uv = fragCoord.xy / iResolution.xy; 177 vec2 suv = uv; 178 uv = 2.0 * uv - 1.0; 179 uv.x *= iResolution.x / iResolution.y; 180 vec3 ro = vec3(0.0, iGlobalTime * 0.2, 0.1); 181 vec3 rd = normalize(vec3(uv, 0.9)); 182 ro.xz = rotate(ro.xz, iGlobalTime * 0.1); 183 ro.xy = rotate(ro.xy, 0.2); 184 rd.xz = rotate(rd.xz, iGlobalTime * 0.2); 185 rd.xy = rotate(rd.xy, 0.2); 186 float acc = 0.0; 187 vec3 r = ro + rd * 0.5; 188 for(int i = 0; i < 50; i ++) 189 { 190 acc += scene(r + nse(r.x) * 0.03); 191 r += rd * 0.015; 192 } 193 vec3 col = pow(vec3(acc * 0.04), vec3(0.2, 0.6, 2.0) * 8.0) * 2.0; 194 //col -= exp(length(suv - 0.5) * -2.5 - 0.2); 195 col = clamp(col, vec3(0.0), vec3(1.0)); 196 col *= fbm(iGlobalTime * 6.0) * 2.0; 197 col = pow(col, vec3(1.0 / 2.2)); 198 //col = clamp(col, vec3(0.0), vec3(1.0)); 199 fragColor = vec4(col, 1.0); 200} 201 202void main(void) 203{ 204 //just some shit to wrap shadertoy's stuff 205 vec2 FragCoord = vTexCoord.xy*OutputSize.xy; 206 mainImage(FragColor,FragCoord); 207} 208#endif 209