mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-05 01:27:26 +00:00
199 lines
4.2 KiB
Text
199 lines
4.2 KiB
Text
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// https://www.shadertoy.com/view/MslGRn
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#define vec2 float2
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#define vec3 float3
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#define vec4 float4
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#define ivec2 int2
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#define ivec3 int3
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#define ivec4 int4
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#define mat3 float3x3
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#define mat4 float4x4
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#define fract frac
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#define mix lerp
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#define iTime Time.x
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#define iResolution ViewSize
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uniform float2 mouse<
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string name = "Virtual Mouse Coordinates";
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string field_type = "slider";
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float2 minimum = {0, 0};
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float2 maximum = {100., 100.};
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float2 scale = {.01, .01};
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float2 step = {.01, .01};
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> = {0., 0.};
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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int2 iMouse() {
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return int2(mouse.x * ViewSize.x, mouse.y * ViewSize.y);
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}
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#define TWO_OCTAVES
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#define THREE_OCTAVES
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#define SLICES 50.0
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#define START_AMPLITUDE 0.01
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#define START_FREQUENCY 1.25
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#define START_DENSITY 0.0
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#define ANIMATION_SPEED 0.075
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float hash( float n )
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{
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return fract(sin(n)*43758.5453123);
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}
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float noise( in vec3 x )
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y), mix(mix( hash(n+113.0), hash(n+114.0),f.x), mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
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return res;
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}
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// fbm noise for 2-4 octaves including rotation per octave
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float fbm( vec3 p )
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{
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// rotation matrix for fbm octaves
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mat3 m = mat3( 0.00, 0.80, 0.60, -0.80, 0.36, -0.48, -0.60, -0.48, 0.64 );
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float f = 0.0;
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f += 0.5000*noise( p );
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p = mul(p, m) * 2.02;
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f += 0.2500*noise( p );
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#ifdef TWO_OCTAVES
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return f/0.75;
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#else
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p = mul(m, p) * 2.03;
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f += 0.1250*noise( p );
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#ifdef THREE_OCTAVES
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return f/0.875;
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#else
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p = mul(m, p) * 2.01;
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f += 0.0625*noise( p );
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return f/0.9375;
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#endif
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#endif
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}
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vec3 gradient(float s)
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{
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return vec3(0.0, max(1.0-s*2.0, 0.0), max(s>0.5?1.0-(s-0.5)*5.0:1.0, 0.0));
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}
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#define RADIUS 0.5
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bool intersectSphere(vec3 origin, vec3 direction, out float tmin, out float tmax)
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{
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bool hit = false;
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float a = dot(direction, direction);
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float b = 2.0*dot(origin, direction);
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float c = dot(origin, origin) - 0.5*0.5;
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float disc = b*b - 4.0*a*c; // discriminant
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tmin = tmax = 0.0;
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if (disc > 0.0) {
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// Real root of disc, so intersection
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float sdisc = sqrt(disc);
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float t0 = (-b - sdisc)/(2.0*a); // closest intersection distance
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float t1 = (-b + sdisc)/(2.0*a); // furthest intersection distance
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tmax = t1;
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if (t0 >= 0.0)
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tmin = t0;
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hit = true;
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}
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return hit;
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}
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vec2 rt(vec2 x,float y)
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{
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return vec2(cos(y)*x.x-sin(y)*x.y,sin(y)*x.x+cos(y)*x.y);
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// normalized and aspect ratio corrected pixel coordinate
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vec2 p = (fragCoord.xy / iResolution.xy)*2.0-1.0;
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p.x *= iResolution.x/ iResolution.y;
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// camera and user input
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vec3 oo = vec3(0, 0, 1.0-iMouse().y/iResolution.y);
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vec3 od = normalize(vec3(p.x, p.y, -2.0));
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vec3 o,d;
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o.xz = rt(oo.xz, 6.3*iMouse().x/iResolution.x);
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o.y = oo.y;
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d.xz = rt(od.xz, 6.3*iMouse().x/iResolution.x);
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d.y = od.y;
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// render
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vec4 col = vec4(0, 0, 0, 1);
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float tmin, tmax;
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if (intersectSphere(o, d, tmin, tmax))
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{
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// step thoug the sphere with max SLICES steps
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for (float i = 0.0; i < SLICES; i+=1.0)
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{
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// stay within the sphere bounds
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float t = tmin+i/SLICES;
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if (t > tmax)
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break;
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vec3 curpos = o + d*t;
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// get sphere falloff in s
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float s = (0.5-length(curpos))*2.0;
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s*=s;
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// get turbulence in d
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float a = START_AMPLITUDE;
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float b = START_FREQUENCY;
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float d = START_DENSITY;
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for (int j = 0; j < 3; j++)
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{
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d += 0.5/abs((fbm(5.0*curpos*b+ANIMATION_SPEED*iTime/b)*2.0-1.0)/a);
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b *= 2.0;
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a /= 2.0;
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}
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// get gradient color depending on s
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col.rgb += gradient(s)*max(d*s,0.0);
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}
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}
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fragColor = col;
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}
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struct VertFragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertFragData VSDefault(VertFragData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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}
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float4 PSDefault(VertFragData vtx) : TARGET {
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float4 col = float4(1., 1., 1., 1.);
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mainImage(col, vtx.uv * ViewSize.xy);
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return col;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSDefault(vtx);
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}
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}
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