wlbg: swap shader

This commit is contained in:
LordMZTE 2023-12-07 07:45:07 +01:00
parent 81b349c62a
commit 0b0fb969e5
Signed by: LordMZTE
GPG key ID: B64802DC33A64FF6

View file

@ -8,126 +8,21 @@ in vec2 fragCoord;
out vec4 fragColor;
// shader: https://www.shadertoy.com/view/3l23Rh
// shader: https://www.shadertoy.com/view/mtGBzm
mat2 rot(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);}
const mat3 m3 = mat3(0.33338, 0.56034, -0.71817, -0.87887, 0.32651, -0.15323, 0.15162, 0.69596, 0.61339)*1.93;
float mag2(vec2 p){return dot(p,p);}
float linstep(in float mn, in float mx, in float x){ return clamp((x - mn)/(mx - mn), 0., 1.); }
float prm1 = 0.;
vec2 bsMo = vec2(0);
vec2 disp(float t){ return vec2(sin(t*0.22)*1., cos(t*0.175)*1.)*2.; }
vec2 map(vec3 p)
{
vec3 p2 = p;
p2.xy -= disp(p.z).xy;
p.xy *= rot(sin(p.z+time)*(0.1 + prm1*0.05) + time*0.09);
float cl = mag2(p2.xy);
float d = 0.;
p *= .61;
float z = 1.;
float trk = 1.;
float dspAmp = 0.1 + prm1*0.2;
for(int i = 0; i < 5; i++)
{
p += sin(p.zxy*0.75*trk + time*trk*.8)*dspAmp;
d -= abs(dot(cos(p), sin(p.yzx))*z);
z *= 0.57;
trk *= 1.4;
p = p*m3;
}
d = abs(d + prm1*3.)+ prm1*.3 - 2.5 + bsMo.y;
return vec2(d + cl*.2 + 0.25, cl);
float sq(float x) {
return x*x;
}
vec4 render( in vec3 ro, in vec3 rd, float actualTime )
{
vec4 rez = vec4(0);
const float ldst = 8.;
vec3 lpos = vec3(disp(actualTime + ldst)*0.5, time + ldst);
float t = 1.5;
float fogT = 0.;
for(int i=0; i<130; i++)
{
if(rez.a > 0.99)break;
vec3 pos = ro + t*rd;
vec2 mpv = map(pos);
float den = clamp(mpv.x-0.3,0.,1.)*1.12;
float dn = clamp((mpv.x + 2.),0.,3.);
vec4 col = vec4(0);
if (mpv.x > 0.6)
{
col = vec4(sin(vec3(5.,0.4,0.2) + mpv.y*0.1 +sin(pos.z*0.4)*0.5 + 1.8)*0.5 + 0.5,0.08);
col *= den*den*den;
col.rgb *= linstep(4.,-2.5, mpv.x)*2.3;
float dif = clamp((den - map(pos+.8).x)/9., 0.001, 1. );
dif += clamp((den - map(pos+.35).x)/2.5, 0.001, 1. );
col.xyz *= den*(vec3(0.005,.045,.075) + 1.5*vec3(0.033,0.07,0.03)*dif);
void main() {
vec2 p = fragCoord;
vec3 col;
for(float j = 0.0; j < 3.0; j++){
for(float i = 1.0; i < 10.0; i++){
p.x += 0.2 / (i + j) * cos(i * 5.0 * p.y + time );
p.y += 0.2 / (i + j)* cos(i * 5.0 * p.x + time );
}
float fogC = exp(t*0.2 - 2.2);
col.rgba += vec4(0.06,0.11,0.11, 0.1)*clamp(fogC-fogT, 0., 1.);
fogT = fogC;
rez = rez + col*(1. - rez.a);
t += clamp(0.5 - dn*dn*.05, 0.09, 0.3);
}
return clamp(rez, 0.0, 1.0);
}
float getsat(vec3 c)
{
float mi = min(min(c.x, c.y), c.z);
float ma = max(max(c.x, c.y), c.z);
return (ma - mi)/(ma+ 1e-7);
}
//from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN)
vec3 iLerp(in vec3 a, in vec3 b, in float x)
{
vec3 ic = mix(a, b, x) + vec3(1e-6,0.,0.);
float sd = abs(getsat(ic) - mix(getsat(a), getsat(b), x));
vec3 dir = normalize(vec3(2.*ic.x - ic.y - ic.z, 2.*ic.y - ic.x - ic.z, 2.*ic.z - ic.y - ic.x));
float lgt = dot(vec3(1.0), ic);
float ff = dot(dir, normalize(ic));
ic += 1.5*dir*sd*ff*lgt;
return clamp(ic,0.,1.);
}
void main()
{
vec2 q = fragCoord.xy - 1.;
vec2 p = fragCoord.xy;
float actualTime = time*3.;
vec3 ro = vec3(0,0,actualTime);
ro += vec3(sin(time)*0.5,sin(time*1.)*0.,0);
float dspAmp = .85;
ro.xy += disp(ro.z)*dspAmp;
float tgtDst = 3.5;
vec3 target = normalize(ro - vec3(disp(actualTime + tgtDst)*dspAmp, actualTime + tgtDst));
ro.x -= bsMo.x*2.;
vec3 rightdir = normalize(cross(target, vec3(0,1,0)));
vec3 updir = normalize(cross(rightdir, target));
rightdir = normalize(cross(updir, target));
vec3 rd=normalize((p.x*rightdir + p.y*updir)*1. - target);
//rd.xy *= rot(-disp(actualTime + 3.5).x*0.2 + bsMo.x);
prm1 = smoothstep(-0.4, 0.4,sin(time*0.3));
vec4 scn = render(ro, rd, actualTime);
vec3 col = scn.rgb;
col = iLerp(col.bgr, col.rgb, clamp(1.-prm1,0.05,1.));
col = pow(col, vec3(.55,0.65,0.6))*vec3(1.,.97,.9);
col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12)*0.7+0.3; //Vign
fragColor = vec4( col, 1.0 );
col[int(j)] = sin(.5 * 7.0*sq(p.x)) + sin(7.0*sq(p.y));
}
fragColor = vec4(1.) - vec4(col, 1.);
}