RetroArch/gfx/drivers/d3d_shaders/ribbon_sm4.hlsl.h

79 lines
2.1 KiB
C

#define SRC(...) #__VA_ARGS__
SRC(
struct PSInput
{
float4 position : SV_POSITION;
float3 vEC : TEXCOORD;
};
struct UBO
{
float4x4 modelViewProj;
float2 Outputsize;
float time;
};
uniform UBO global;
float iqhash(float n)
{
return frac(sin(n) * 43758.5453);
}
float noise(float3 x)
{
float3 p = floor(x);
float3 f = frac(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
return lerp(lerp(lerp(iqhash(n), iqhash(n + 1.0), f.x),
lerp(iqhash(n + 57.0), iqhash(n + 58.0), f.x), f.y),
lerp(lerp(iqhash(n + 113.0), iqhash(n + 114.0), f.x),
lerp(iqhash(n + 170.0), iqhash(n + 171.0), f.x), f.y), f.z);
}
float xmb_noise2(float3 x)
{
return cos(x.z * 4.0) * cos(x.z + global.time / 10.0 + x.x);
}
PSInput VSMain(float2 position : POSITION)
{
float3 v = float3(position.x, 0.0, 1.0-position.y);
float3 v2 = v;
float3 v3 = v;
v.y = xmb_noise2(v2) / 8.0;
v3.x -= global.time / 5.0;
v3.x /= 4.0;
v3.z -= global.time / 10.0;
v3.y -= global.time / 100.0;
v.z -= noise(v3 * 7.0) / 15.0;
v.y -= noise(v3 * 7.0) / 15.0 + cos(v.x * 2.0 - global.time / 2.0) / 5.0 - 0.3;
v.y = -v.y;
PSInput output;
output.position = float4(v.xy, 0.0, 1.0);
output.vEC = v;
return output;
}
float4 PSMain(PSInput input) : SV_TARGET
{
const float3 up = float3(0.0, 0.0, 1.0);
float3 x = ddx(input.vEC);
float3 y = ddy(input.vEC);
float3 normal = normalize(cross(x, y));
float c = 1.0 - dot(normal, up);
c = (1.0 - cos(c * c)) / 13.0;
return float4(c, c, c, 1.0);
// return float4(c, c, c, c);
// return float4(1.0, 1.0, 1.0, c);
// return float4(1.0, 0.0, 1.0, 1.0);
};
)