mirror of
https://github.com/libretro/RetroArch
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24cb240079
- move some files around.
77 lines
1.3 KiB
GLSL
77 lines
1.3 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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vec2 uv;
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float atime;
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float rand_float(float x)
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{
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return rand(vec2(x, 1.0));
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}
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float snow(vec3 pos, vec2 uv, float o)
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{
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vec2 d = (pos.xy - uv);
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float a = atan(d.y,d.x) + sin(atime*1.0 + o) * 10.0;
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float dist = d.x*d.x + d.y*d.y;
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if(dist < pos.z/400.0)
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{
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float col = 0.0;
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if(sin(a * 8.0) < 0.0)
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{
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col=1.0;
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}
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if(dist < pos.z/800.0)
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{
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col+=1.0;
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}
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return col * pos.z;
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}
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return 0.0;
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}
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float col(vec2 c)
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{
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float color = 0.0;
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for (int i = 1; i < 3; i++)
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{
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float o = rand_float(float(i) / 3.0) * 15.0;
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float z = rand_float(float(i) + 13.0);
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float x = 1.8 - (3.6) * (rand_float(floor((global.time*((z + 1.0) / 2.0) +o) / 2.0)) + sin(global.time * o /1000.0) / 10.0);
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float y = 1.0 - mod((global.time * ((z + 1.0)/2.0)) + o, 2.0);
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color += snow(vec3(x,y,z), c, o);
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}
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return color;
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}
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void main(void)
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{
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uv = gl_FragCoord.xy / global.OutputSize.xy;
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uv = uv * 2.0 - 1.0;
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vec2 p = uv;
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p.x *= global.OutputSize.x / global.OutputSize.y;
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atime = (global.time + 1.0) / 4.0;
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FragColor = vec4(col(p));
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}
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