content/hifi-content/caitlyn/production/shaders/originalShader.fs
2022-02-13 22:19:19 +01:00

76 lines
2.3 KiB
GLSL

// Found this on GLSL sandbox. I really liked it, changed a few things and made it tileable.
// :)
// by David Hoskins.
// Water turbulence effect by joltz0r 2013-07-04, improved 2013-07-07
// Redefine below to see the tiling...
//#define SHOW_TILING
#define TAU 6.28318530718
#define MAX_ITER 5
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 iResolution;
iResolution.x=7.0;
iResolution.y=7.0;
float time = iGlobalTime * .5+23.0;
// uv should be the 0-1 uv of texture...
vec2 uv = fragCoord.xy / iResolution.xy;
#ifdef SHOW_TILING
vec2 p = mod(uv*TAU*2.0, TAU)-250.0;
#else
vec2 p = mod(uv*TAU, TAU)-250.0;
#endif
vec2 i = vec2(p);
float c = 1.0;
float inten = .005;
for (int n = 0; n < MAX_ITER; n++)
{
float t = time * (1.0 - (3.5 / float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
}
c /= float(MAX_ITER);
c = 1.17-pow(c, 1.4);
vec3 colour = vec3(pow(abs(c), 8.0));
colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
#ifdef SHOW_TILING
// Flash tile borders...
vec2 pixel = 2.0 / iResolution.xy;
uv *= 2.0;
float f = floor(mod(iGlobalTime*.5, 2.0)); // Flash value.
vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash.
uv = step(fract(uv), pixel); // Add one line of pixels per tile.
colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
#endif
fragColor = vec4(colour, 1.0);
}
// This is the function that is being called by us
vec4 getProceduralColor() {
// retrieve the position to get the color
vec2 position = _position.xz;
// add a half to all the axes to adjust them to our method
position += 0.5;
// invert the y axis
position.y = 1.0 - position.y;
// initialize the result value
vec4 result;
// We call shadertoy their entry point here, which is mainImage for normal viewports
// This function writes to the result value, as input we enter the position multiplied by the current worldscale
mainImage(result, position * iWorldScale.xz);
// Return the colour vector to our renderer in Interface
return result;
}