dotfiles/scripts/wlbg/src/bg_frag.glsl

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#version 430
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uniform float time;
in vec2 fragCoord;
out vec4 fragColor;
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// shader: https://www.shadertoy.com/view/fljSDW
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float sq(float x) {
return x*x;
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}
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void main() {
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vec2 u = fragCoord;
vec4 o = vec4(0);
vec2 R = vec2(1);
ivec4 b = ivec4(o -= o); // Initialize b=0
float t = .1*time, B, h, z;
vec4 g = vec4(0);
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u =
(5. + cos(t) * 1.5) * // * Camera push in/out
(u+u)/R.y // Center coordinates
* mat2( cos( vec4(0,33,55,0) - .1*t)) // * Rotate camera
;
z = (h = cos(B = floor(atan(u.x, u.y) * 2e2))) / dot(u,u); //Variables for Rain
for (; (b.x^b.y^b.z)%199 > b.z-16 ; ) // XOR function for towers
g += pow(vec4(0., 0., 0., .5*u + .1*sin(t/.1+(o.a*.03)+3.*u) ),g-g+18.), // * Ground ghosts
b = ivec4(u * o.a + 2e2
+ vec2(7,30)*t // * Move camera (x,y)
, o+=.1 ); // Increment layer
o =
//o.a < 8.1 ? .1+sin(t/.1)*vec4(b%32 & b.x%9 & b.z%9) : // * Blinking lights
o/80. - .02 * // * Distance fog
vec4(b%2) // * Building colors
+ .2*(o.a > 17. ? vec4( int(.5+sin(float(b.x/2 + b.y + 2*b.z))) & b.x & b.y & int(.5+sin(4.*o.a-3.4)) ) : g-g) // * Windows
+ (o.a > 50. ? g*vec4(.02,.1,1,0) : g-g) // * Ground ghosts
+ vec4(1, 0, 0, .06)*sin(g) // * Moving fog
+ .01*max(exp(fract(h * B - z + t+t) * -1e2) / z,0.) // * Rain
;
o *= vec4(0.6, 0, 0, 1.0);
fragColor = o;
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}