2014-05-10 11:34:15 +08:00
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uniform vec2 center;
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uniform vec2 resolution;
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2019-09-04 09:58:40 +08:00
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uniform vec2 u_screenSize;
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2014-05-10 11:34:15 +08:00
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//uniform float iChannelTime[4]; // channel playback time (in seconds)
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//uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
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vec4 iMouse = vec4(0,0,0,0); // mouse pixel coords. xy: current (if MLB down), zw: click
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//uniform sampler2D iChannel0; // input channel. XX = 2D/Cube
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/*by musk License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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Trying to get some interesting looking lens flares.
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13/08/13:
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published
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muuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuusk!*/
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2019-03-26 13:45:03 +08:00
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uniform vec4 u_Time;
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2014-05-10 11:34:15 +08:00
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float noise(float t)
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{
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return 0.;
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}
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float noise(vec2 t)
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{
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return 0.;
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}
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vec3 lensflare(vec2 uv,vec2 pos)
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{
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vec2 main = uv-pos;
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vec2 uvd = uv*(length(uv));
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float ang = atan(main.x,main.y);
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float dist=length(main); dist = pow(dist,.1);
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float n = noise(vec2(ang*16.0,dist*32.0));
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float f0 = 1.0/(length(uv-pos)*16.0+1.0);
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f0 = f0+f0*(sin(noise((pos.x+pos.y)*2.2+ang*4.0+5.954)*16.0)*.1+dist*.1+.8);
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float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0;
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float f2 = max(1.0/(1.0+32.0*pow(length(uvd+0.8*pos),2.0)),.0)*00.25;
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float f22 = max(1.0/(1.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*00.23;
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float f23 = max(1.0/(1.0+32.0*pow(length(uvd+0.9*pos),2.0)),.0)*00.21;
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vec2 uvx = mix(uv,uvd,-0.5);
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float f4 = max(0.01-pow(length(uvx+0.4*pos),2.4),.0)*6.0;
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float f42 = max(0.01-pow(length(uvx+0.45*pos),2.4),.0)*5.0;
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float f43 = max(0.01-pow(length(uvx+0.5*pos),2.4),.0)*3.0;
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uvx = mix(uv,uvd,-.4);
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float f5 = max(0.01-pow(length(uvx+0.2*pos),5.5),.0)*2.0;
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float f52 = max(0.01-pow(length(uvx+0.4*pos),5.5),.0)*2.0;
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float f53 = max(0.01-pow(length(uvx+0.6*pos),5.5),.0)*2.0;
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uvx = mix(uv,uvd,-0.5);
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float f6 = max(0.01-pow(length(uvx-0.3*pos),1.6),.0)*6.0;
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float f62 = max(0.01-pow(length(uvx-0.325*pos),1.6),.0)*3.0;
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float f63 = max(0.01-pow(length(uvx-0.35*pos),1.6),.0)*5.0;
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vec3 c = vec3(.0);
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c.r+=f2+f4+f5+f6; c.g+=f22+f42+f52+f62; c.b+=f23+f43+f53+f63;
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c = c*1.3 - vec3(length(uvd)*.05);
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c+=vec3(f0);
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return c;
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}
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vec3 cc(vec3 color, float factor,float factor2) // color modifier
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{
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float w = color.x+color.y+color.z;
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return mix(color,vec3(w)*factor,w*factor2);
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}
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void main(void)
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{
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2019-09-04 09:58:40 +08:00
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#ifdef METAL
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vec2 fragCoord = vec2(gl_FragCoord.x, u_screenSize.y - gl_FragCoord.y);
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#else
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vec2 fragCoord = gl_FragCoord.xy;
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#endif
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2016-10-17 15:44:41 +08:00
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vec2 iResolution = resolution; // viewport resolution (in pixels)
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2019-03-26 13:45:03 +08:00
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float iGlobalTime = u_Time[1]; // shader playback time (in seconds)
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2016-10-17 15:44:41 +08:00
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2014-05-10 11:34:15 +08:00
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//vec2 uv = gl_FragCoord.xy / iResolution.xy - 0.5;
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2019-09-04 09:58:40 +08:00
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vec2 uv = (fragCoord.xy - center.xy) / iResolution.xy;
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2014-05-10 11:34:15 +08:00
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uv.x *= iResolution.x/iResolution.y; //fix aspect ratio
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vec3 mouse = vec3(iMouse.xy/iResolution.xy - 0.5,iMouse.z-.5);
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mouse.x *= iResolution.x/iResolution.y; //fix aspect ratio
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if (iMouse.z<.5)
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{
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mouse.x=sin(iGlobalTime)*.5;
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mouse.y=sin(iGlobalTime*.913)*.5;
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}
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vec3 color = vec3(1.4,1.2,1.0)*lensflare(uv,mouse.xy);
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2019-09-04 09:58:40 +08:00
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color -= noise(fragCoord.xy)*.015;
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2014-05-10 11:34:15 +08:00
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color = cc(color,.5,.1);
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gl_FragColor = vec4(color,1.0);
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2016-10-17 15:44:41 +08:00
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}
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