mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
24cb240079
- move some files around.
39 lines
1.2 KiB
GLSL
39 lines
1.2 KiB
GLSL
#version 150
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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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} global;
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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 = global.time * 4.0;
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vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / global.OutputSize;
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uv.x *= global.OutputSize.x / global.OutputSize.y;
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vec3 color = vec3(0.0);
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for( int i=0; i < 6; 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) * global.OutputSize.x / global.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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