obs-StreamFX/data/examples/shaders/source/shadertoy-MslfRn.effect
Michael Fabian 'Xaymar' Dirks cb215881a9 source-shader: Add ShaderToy MslfRn
Adds 'https://www.shadertoy.com/view/MslfRn' as a usable shader.
2020-04-24 01:13:34 +02:00

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4.2 KiB
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// https://www.shadertoy.com/view/MslGRn
#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 float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
int2 iMouse() {
return int2(mouse.x * ViewSize.x, mouse.y * ViewSize.y);
}
#define TAU 6.2831853
struct M {
float d;
vec3 c;
};
void mmin(float d, vec3 c, inout M m){if (d<m.d){m.d=d;m.c=c;}}
mat2 rz2(float a){
float c=cos(a),s=sin(a);
return mat2(c,-s,s,c);
}
float amod(float a,float m) {
return mod(a,m)-m*.5;
}
float random(float x) {
return fract(sin(x*13.+4375.));
}
float height(vec2 iuv) {
return sin(sin(iuv.x+iTime*.1)*sin(iuv.y+iTime*.1)*5.)*(pow(abs(iuv.x),2.)*.02+0.1);
}
void map(vec3 p, inout M m){
m.d=max(max(p.y,.0),max(p.z-6.,0.));
vec2 uv=p.xz*2.;
uv.y+=iTime;
vec2 f=fract(uv)-.5;
float fft=mouse.x;
float l=fft/(abs(f.x)*abs(f.y));
l+=.1*fft/(abs(p.z-6.));
m.c=mix(vec3(0.196, 0.003, 0.149),vec3(1, 0.019, 0.384),l);
uv=p.xz-.5;
vec2 iuv=floor(uv);
vec2 fuv=fract(uv);
float h=mix(
mix(height(iuv+vec2(0.,0.)), height(iuv+vec2(1.,0.)), fuv.x),
mix(height(iuv+vec2(0.,1.)), height(iuv+vec2(1.,1.)), fuv.x),
fuv.y)-1.;
float d=p.y-h;
d=max(d,abs(p.z-10.)-4.);
vec2 vuv=fuv*(1.-fuv);
float v=vuv.x*vuv.y;
l=.01*fft/v;
mmin(d, vec3(0.,0.,1.)*l, m);
}
float hash( float n )
{
return fract(sin(n)*43758.5453123);
}
float _noise( in vec3 x )
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
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);
return res;
}
vec3 noise(vec2 uv) {
uv *= 100.;
return vec3(_noise(vec3(uv.x, uv.y, 0.)), _noise(vec3(uv.x, uv.y, 2832)), _noise(vec3(uv.y, uv.x, -2371.)));
//return texture(iChannel1,uv*.1).rgb;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
M m;
m.d = 0.;
m.c = vec3(0, 0, 0);
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 v=uv*(1.-uv);
uv-=.5;
uv.x*=iResolution.x/iResolution.y;
vec2 uvn=uv*2.5;
vec2 iuvn=floor(uvn)+vec2(2.,0.);
vec2 fuvn=fract(uvn);
vec3 nb=mix(
mix(noise(iuvn+vec2(0.,0.)), noise(iuvn+vec2(1.,0.)), fuvn.x),
mix(noise(iuvn+vec2(0.,1.)), noise(iuvn+vec2(1.,1.)), fuvn.x),
fuvn.y)*.1;
vec3 c=(vec3(0.168, 0, 0.2)*.5+nb*3.);
// Sky
vec2 suv=uv;
suv=mul(suv, rz2(iTime*.02));
//c*=vec3(1./(1.-smoothstep(0.9,1.,texture(iChannel1,suv).r)));
{
float ct = 1./(1.-smoothstep(0.9,1.,noise(suv).r));
c*=vec3(ct, ct, ct);
}
// Sun
vec2 uvc=uv-vec2(.4,.2);
float circle=1.-smoothstep(.25,.252,length(uvc));
float raytime=uv.y*100.+iTime*2.;
float thr=-uvc.y*5.-1.;
float rays= step(thr,sin(raytime));
circle=min(circle,rays);
vec3 csun=mix(vec3(0.968, 0.137, 0.094),vec3(1, 0.819, 0.019),uvc.y*3.+.5);
c=mix(c,csun,circle);
// Ground
vec3 ro=vec3(0.,2.,0.),rd=vec3(uv,1),mp=ro;
rd.yz=mul(rd.yz, rz2(-.2));
int i;
for(i=0; i<50; ++i){
map(mp, m);
if(m.d<.001){
break;
}
mp+=rd*.5*m.d;
}
if(mp.z < 14.) {
c=m.c;
}
// Scanline thingy
c=max(c,0.);
float cren=fract(uv.y*200.+iTime*.5);
c+=(smoothstep(.2,.3,cren)-smoothstep(.7,.8,cren))*0.01;
c=pow(c,vec3(1./2.2, 1./2.2, 1./2.2));
c *= pow(v.x*v.y * 25.0, 0.25);
fragColor.rgb = c;
fragColor.a = 1.;
}
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.);
float2 uvx = float2(vtx.uv.x, 1.0 - vtx.uv.y) * ViewSize.xy;
mainImage(col, uvx);
return col;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSDefault(vtx);
}
}