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// Star Swirl -  srtuss - 2014-10-08
106// https://www.shadertoy.com/view/Xd2XDm
107
108// playing around in with 2d things. has an 178 bpm breakbeat in it ^^
109
110// srtuss, 2014
111
112#define pi 3.1415926535897932384626433832795
113
114float tri(float x)
115{
116	return abs(fract(x) * 2.0 - 1.0);
117}
118
119float dt(vec2 uv, float t)
120{
121	vec2 p = mod(uv * 10.0, 2.0) - 1.0;
122	float v = 1.0 / (dot(p, p) + 0.01);
123	p = mod(uv * 11.0, 2.0) - 1.0;
124	v += 0.5 / (dot(p, p) + 0.01);
125	return v * (sin(uv.y * 2.0 + t * 8.0) + 1.5);
126}
127
128float fun(vec2 uv, float a, float t)
129{
130	float beat = t * 178.0 / 4.0 / 60.0;
131	float e = floor(beat) * 0.1 + 1.0;
132	beat = fract(beat) * 16.0;
133	float b1 = 1.0 - mod(beat, 10.0) / 10.0;
134	float b2 = mod(beat, 8.0) / 8.0;
135	b1 = exp(b1 * -1.0) * 0.1;
136	b2 = exp(b2 * -4.0);
137	e = floor(fract(sin(e * 272.0972) * 10802.5892) * 4.0) + 1.0;
138	float l = length(uv);
139	float xx = l - 0.5 + sin(mod(l * 0.5 - beat / 16.0, 1.0) * pi * 2.0);
140	a += exp(xx * xx * -10.0) * 0.05;
141	vec2 pp = vec2(a * e + l * sin(t * 0.4) * 2.0, l);
142	pp.y = exp(l * -2.0) * 10.0 + tri(pp.x) + t * 2.0 - b1 * 4.0;
143	float v = pp.y;
144	v = sin(v) + sin(v * 0.5) + sin(v * 3.0) * 0.2;
145	v = fract(v) + b2 * 0.2;
146	v += exp(l * -4.5);
147	v += dt(pp * vec2(0.5, 1.0), t) * 0.01;
148	return v;
149}
150
151void mainImage( out vec4 fragColor, in vec2 fragCoord )
152{
153	float t = iGlobalTime;
154	vec2 uv = fragCoord.xy / iResolution.xy * 2.0 - 1.0;
155	uv.x *= 0.7 * iResolution.x / iResolution.y;
156	float an = atan(uv.y, uv.x) / pi;
157	float a = 0.02;
158	float v =
159		fun(uv, an, t + a * -3.) +
160		fun(uv, an, t + a * -2.) * 6. +
161		fun(uv, an, t + a * -1.) * 15. +
162		fun(uv, an, t + a *  0.) * 20. +
163		fun(uv, an, t + a *  1.) * 15. +
164		fun(uv, an, t + a *  2.) * 6. +
165		fun(uv, an, t + a *  3.);
166	v /= 64.0;
167	vec3 col;
168	col = clamp(col, vec3(0.0), vec3(1.0));
169	col = pow(vec3(v, v, v), vec3(0.5, 2.0, 1.5) * 8.0) * 3.0;
170	col = pow(col, vec3(1.0 / 2.2));
171	fragColor = vec4(col, 1.0);
172}
173
174void main(void)
175{
176  //just some shit to wrap shadertoy's stuff
177  vec2 FragCoord = vTexCoord.xy*OutputSize.xy;
178  mainImage(FragColor,FragCoord);
179}
180#endif
181