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