#version 310 es precision highp float; precision highp int; //uniform float iChannelTime[4]; // channel playback time (in seconds) //uniform vec3 iChannelResolution[4]; // channel resolution (in pixels) //vec4 iMouse = vec4(0,0,0,0); // mouse pixel coords. xy: current (if MLB down), zw: click //layout(binding = 0) uniform sampler2D iChannel0; // input channel. XX = 2D/Cube /*by musk License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Trying to get some interesting looking lens flares. 13/08/13: published muuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuusk!*/ layout(std140, binding = 0) uniform fs_ub { vec2 center; vec2 resolution; vec2 u_screenSize; vec4 u_Time; }; float noise(float t) { return 0.; } float noise(vec2 t) { return 0.; } vec3 lensflare(vec2 uv,vec2 pos) { vec2 main = uv-pos; vec2 uvd = uv*(length(uv)); float ang = atan(main.x,main.y); float dist=length(main); dist = pow(dist,.1); float n = noise(vec2(ang*16.0,dist*32.0)); float f0 = 1.0/(length(uv-pos)*16.0+1.0); f0 = f0+f0*(sin(noise((pos.x+pos.y)*2.2+ang*4.0+5.954)*16.0)*.1+dist*.1+.8); float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0; float f2 = max(1.0/(1.0+32.0*pow(length(uvd+0.8*pos),2.0)),.0)*00.25; float f22 = max(1.0/(1.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*00.23; float f23 = max(1.0/(1.0+32.0*pow(length(uvd+0.9*pos),2.0)),.0)*00.21; vec2 uvx = mix(uv,uvd,-0.5); float f4 = max(0.01-pow(length(uvx+0.4*pos),2.4),.0)*6.0; float f42 = max(0.01-pow(length(uvx+0.45*pos),2.4),.0)*5.0; float f43 = max(0.01-pow(length(uvx+0.5*pos),2.4),.0)*3.0; uvx = mix(uv,uvd,-.4); float f5 = max(0.01-pow(length(uvx+0.2*pos),5.5),.0)*2.0; float f52 = max(0.01-pow(length(uvx+0.4*pos),5.5),.0)*2.0; float f53 = max(0.01-pow(length(uvx+0.6*pos),5.5),.0)*2.0; uvx = mix(uv,uvd,-0.5); float f6 = max(0.01-pow(length(uvx-0.3*pos),1.6),.0)*6.0; float f62 = max(0.01-pow(length(uvx-0.325*pos),1.6),.0)*3.0; float f63 = max(0.01-pow(length(uvx-0.35*pos),1.6),.0)*5.0; vec3 c = vec3(.0); c.r+=f2+f4+f5+f6; c.g+=f22+f42+f52+f62; c.b+=f23+f43+f53+f63; c = c*1.3 - vec3(length(uvd)*.05); c+=vec3(f0); return c; } vec3 cc(vec3 color, float factor,float factor2) // color modifier { float w = color.x+color.y+color.z; return mix(color,vec3(w)*factor,w*factor2); } layout(location = SV_Target0) out vec4 FragColor; void main(void) { #ifdef METAL vec2 fragCoord = vec2(gl_FragCoord.x, u_screenSize.y - gl_FragCoord.y); #else vec2 fragCoord = gl_FragCoord.xy; #endif vec2 iResolution = resolution; // viewport resolution (in pixels) float iGlobalTime = u_Time[1]; // shader playback time (in seconds) //vec2 uv = gl_FragCoord.xy / iResolution.xy - 0.5; vec2 uv = (fragCoord.xy - center.xy) / iResolution.xy; uv.x *= iResolution.x/iResolution.y; //fix aspect ratio // vec3 hover = vec3(iMouse.xy/iResolution.xy - 0.5,iMouse.z-.5); vec3 hover = vec3(-0.5, -0.5, -0.5); hover.x *= iResolution.x/iResolution.y; //fix aspect ratio // if (hover.z<.5) //{ hover.x=sin(iGlobalTime)*.5; hover.y=sin(iGlobalTime*.913)*.5; //} vec3 color = vec3(1.4,1.2,1.0)*lensflare(uv,hover.xy); color -= noise(fragCoord.xy)*.015; color = cc(color,.5,.1); FragColor = vec4(color,1.0); }