122 lines
2.8 KiB
Forth
122 lines
2.8 KiB
Forth
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#version 330
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#extension GL_ARB_separate_shader_objects : enable
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layout(location=1) in vec2 texVp;
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layout(location=0) out vec4 target;
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uniform ivec2 screenCenter;
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// x = bar time
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// y = off-sync but smooth bpm based timing
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// z = real time since song start
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uniform vec3 timing;
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uniform ivec2 viewport;
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uniform float objectGlow;
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// bg_texture.png
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uniform sampler2D mainTex;
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uniform float tilt;
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uniform float clearTransition;
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#define PI 3.14159265359
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#define TWO_PI 6.28318530718
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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vec2 rotate_point(vec2 cen,float angle,vec2 p)
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{
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float s = sin(angle);
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float c = cos(angle);
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// translate point back to origin:
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p.x -= cen.x;
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p.y -= cen.y;
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// rotate point
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float xnew = p.x * c - p.y * s;
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float ynew = p.x * s + p.y * c;
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// translate point back:
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p.x = xnew + cen.x;
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p.y = ynew + cen.y;
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return p;
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}
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// Reference to
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// http://thndl.com/square-shaped-shaders.html
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// https://thebookofshaders.com/07/
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float GetDistanceShape(vec2 st, int N){
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vec3 color = vec3(0.0);
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float d = 0.0;
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// Angle and radius from the current pixel
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float a = atan(st.x,st.y)+PI;
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float r = TWO_PI/float(N);
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// Shaping function that modulate the distance
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d = cos(floor(.5+a/r)*r-a)*length(st);
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return d;
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}
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// Number of sides of your shape
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int N = 4;
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// "Stretch" | lower = "Stretchier"
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float Stretch = .3;
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// Speed
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float speed = 1;
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// Default rotation in radians
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float BaseRotation = 0.0;
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// Rotation of texture for alignment, in radians
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float BaseTexRotation = 0.0;
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// Scale
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vec2 Scale = vec2(1.0, 0.6);
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void main()
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{
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float ar = float(viewport.x) / viewport.y;
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vec2 uv = vec2(texVp.x / viewport.x, texVp.y / viewport.y);
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uv.x *= ar;
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vec2 center = vec2(screenCenter) / vec2(viewport);
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center.x *= ar;
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vec2 point = uv;
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point = rotate_point(center, BaseRotation + (tilt * TWO_PI), point);
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vec2 point_diff = center - point;
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point_diff /= Scale;
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float diff = GetDistanceShape(point_diff,N);
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float thing2 = Stretch / (diff);
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float fog = -1. / (diff * 10. * Scale.x) + 1.;
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float texY = thing2;
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texY += timing.y * speed;
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float rot = (atan(point_diff.x,point_diff.y) + BaseTexRotation) / TWO_PI;
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vec4 col = texture(mainTex, vec2(rot,texY));
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float hsvVal = (col.x + col.y + col.z) / 3.0;
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vec4 clear_col = vec4(hsv2rgb(vec3(cos(rot * 10) + 0.4, 1.0, hsvVal)), col.a);
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col.xyz *= (1.0 - clearTransition);
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col.xyz += clear_col.xyz * clearTransition * 2;
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col.xyz *= 1.0 + (clearTransition);
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col.xyz *= vec3(fog);
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col *= col.a;
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target.xyz = col.xyz;
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target.a = 1.0;
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}
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