obs-StreamFX/data/examples/shaders/source/shadertoy-MtcGD7.effect
Michael Fabian 'Xaymar' Dirks 7532eae39f project: Apply Coding Guidelines
2021-09-07 03:14:29 +02:00

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3.7 KiB
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// https://www.shadertoy.com/view/XljBW3
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat2 float2x2
#define mat3 float3x3
#define mat4 float4x4
#define fract frac
#define mix lerp
#define iTime Time.x
#define iResolution ViewSize
uniform float2 mouse<
string name = "Virtual Mouse Coordinates";
string field_type = "slider";
float2 minimum = {0, 0};
float2 maximum = {100., 100.};
float2 scale = {.01, .01};
float2 step = {.01, .01};
> = {0., 0.};
uniform float4x4 ViewProj<
bool automatic = true;
>;
uniform bool direction<
string name = "Invert Direction";
> = true;
uniform float4x4 Random<
bool visible = false;
>;
uniform float4x4 Random<
bool automatic = true;
>;
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
int2 iMouse() {
return int2(mouse.x * ViewSize.x, mouse.y * ViewSize.y);
}
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float rand(vec2 n) {
return fract(sin(cos(dot(n, vec2(12.9898,12.1414)))) * 83758.5453);
}
float noise(vec2 n) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(n), f = smoothstep(vec2(0.0,0.0), vec2(1.0, 1.0), fract(n));
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
float fbm(vec2 n) {
float total = 0.0, amplitude = 1.0;
for (int i = 0; i <5; i++) {
total += noise(n) * amplitude;
n += n*1.7;
amplitude *= 0.47;
}
return total;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
const vec3 c1 = vec3(0.5, 0.0, 0.1);
const vec3 c2 = vec3(0.9, 0.1, 0.0);
const vec3 c3 = vec3(0.2, 0.1, 0.7);
const vec3 c4 = vec3(1.0, 0.9, 0.1);
const vec3 c5 = vec3(0.1,0.1,0.1);
const vec3 c6 = vec3(0.9,0.9,0.9);
vec2 speed = vec2(1.2, 0.1);
float shift = 1.327+sin(iTime*2.0)/2.4;
float alpha = 1.0;
//change the constant term for all kinds of cool distance versions,
//make plus/minus to switch between
//ground fire and fire rain!
float dist = 3.5-sin(iTime*0.4)/1.89;
vec2 p = fragCoord.xy * dist / iResolution.xx;
p.x += iTime/1.1;
float q = fbm(p - iTime * 0.01+1.0*sin(iTime)/10.0);
float qb = fbm(p - iTime * 0.002+0.1*cos(iTime)/5.0);
float q2 = fbm(p - iTime * 0.44 - 5.0*cos(iTime)/7.0) - 6.0;
float q3 = fbm(p - iTime * 0.9 - 10.0*cos(iTime)/30.0)-4.0;
float q4 = fbm(p - iTime * 2.0 - 20.0*sin(iTime)/20.0)+2.0;
q = (q + qb - .4 * q2 -2.0*q3 + .6*q4)/3.8;
vec2 r = vec2(fbm(p + q /2.0 - iTime * speed.x - p.x - p.y), fbm(p - q - iTime * speed.y));
vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);
vec3 color = vec3(c * cos(shift * 1 - fragCoord.y / iResolution.y));
color += .05;
color.r *= .8;
vec3 hsv = rgb2hsv(color);
hsv.y *= hsv.z * 1.1;
hsv.z *= hsv.y * 1.13;
hsv.y = (2.2-hsv.z*.9)*1.20;
color = hsv2rgb(hsv);
fragColor = vec4(color.x, color.y, color.z, alpha);
}
struct VertFragData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertFragData VSDefault(VertFragData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
}
float4 PSDefault(VertFragData vtx) : TARGET {
float4 col = float4(1., 1., 1., 1.);
mainImage(col, vtx.uv * ViewSize.xy);
return col;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSDefault(vtx);
}
}