axmol/tests/cpp-tests/Source/shaders/shadertoy_LensFlare.fsh

117 lines
3.3 KiB
GLSL

#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);
}