mirror of
https://github.com/libretro/RetroArch
synced 2025-01-31 15:32:59 +00:00
3029f96511
This driver should sunset the old gl2 driver, but that driver will likely live on to support really ancient and terrible GL stacks. All the worst legacy cruft has been ripped out, and it's almost a decent backend now. Requirements for slang are GL 3.2+ or GLES3. Some shaders require features which are not directly compatible with GLES2 or legacy GL. This driver shares a lot of concepts from the Vulkan driver. The slang shader stack and SPIRV-Cross are used to implement the shader spec, and the menu shaders are also shared with Vulkan.
40 lines
1.3 KiB
GLSL
40 lines
1.3 KiB
GLSL
#version 310 es
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precision mediump float;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec2 OutputSize;
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float time;
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float yflip;
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} constants;
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layout(location = 0) out vec4 FragColor;
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void main(void)
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{
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float speed = constants.time * 4.0;
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vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / constants.OutputSize;
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uv.y *= constants.yflip;
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uv.x *= constants.OutputSize.x / constants.OutputSize.y;
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vec3 color = vec3(0.0);
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for( int i=0; i < 8; i++ )
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{
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float pha = sin(float(i) * 546.13 + 1.0) * 0.5 + 0.5;
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float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0);
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float pox = sin(float(i) * 321.55 + 4.1) * constants.OutputSize.x / constants.OutputSize.y;
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float rad = 0.1 + 0.5 * siz + sin(pha + siz) / 4.0;
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vec2 pos = vec2(pox + sin(speed / 15. + pha + siz), - 1.0 - rad + (2.0 + 2.0 * rad) * fract(pha + 0.3 * (speed / 7.) * (0.2 + 0.8 * siz)));
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float dis = length(uv - pos);
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if(dis < rad)
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{
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vec3 col = mix(vec3(0.194 * sin(speed / 6.0) + 0.3, 0.2, 0.3 * pha), vec3(1.1 * sin(speed / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 * sin(float(i)));
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color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis));
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}
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}
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color *= sqrt(1.5 - 0.5 * length(uv));
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FragColor = vec4(color.r, color.g, color.b , 0.5);
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}
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