mirror of https://github.com/axmolengine/axmol.git
110 lines
2.8 KiB
GLSL
110 lines
2.8 KiB
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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// layout(location = COLOR0) in vec4 v_color;
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// layout(location = TEXCOORD0) in vec2 v_texCoord;
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// layout(binding = 0) uniform sampler2D u_tex0;
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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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layout(std140, binding = 0) uniform fs_ub {
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vec2 resolution;
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// vec2 textureResolution;
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vec4 u_Time;
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};
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float noise(float t)
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{
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return 0.0; // texture(u_tex0,vec2(t,.0)/textureResolution.xy).x;
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}
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float noise(vec2 t)
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{
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return 0.0; // texture(u_tex0,t/textureResolution.xy).x;
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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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vec2 texCoord = vec2(0.0,0.0);
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layout(location = SV_Target0) out vec4 FragColor;
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void main(void)
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{
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vec2 uv = texCoord - 0.5;
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//uv.x *= resolution.x/resolution.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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//
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// }
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vec3 mouse;
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mouse.z = 0.5;
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mouse.x=sin(u_Time[1])*.5;
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mouse.y=sin(u_Time[1]*.913)*.5;
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vec3 color = vec3(1.4,1.2,1.0)*lensflare(uv,mouse.xy);
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color -= noise(texCoord * resolution)*.015;
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color = cc(color,.5,.1);
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FragColor = vec4(color,1.0);
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}
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