- FPS counter in window title (updates every 500ms) - F4 key toggles VSync on/off - Shader metadata: Name and Author from comments - iChannel metadata parsing for multi-pass support - Base structures: ShaderBuffer, ShaderPass - FBO/texture management functions - Updated all 11 shaders with Name/Author metadata 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
74 lines
2.1 KiB
GLSL
74 lines
2.1 KiB
GLSL
// Name: Remember
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// Author: diatribes
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// URL: https://www.shadertoy.com/view/tXSBDK
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#version 330 core
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precision highp float;
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out vec4 FragColor;
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in vec2 vUV;
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uniform vec2 iResolution;
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uniform float iTime;
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// fuzzy brain
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// Hash function to replace iChannel0 texture noise
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float hash12(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * .1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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void mainImage(out vec4 o, vec2 u) {
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vec3 q,p = vec3(iResolution.xy, iResolution.x / iResolution.y);
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float i = 0.0, s,
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// start the ray at a small random distance,
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// this will reduce banding
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// Replaced texelFetch(iChannel0, ...) with hash function
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d = .125 * hash12(u),
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t = iTime * .1;
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// scale coords
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u = (u+u-p.xy)/p.y;
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if (abs(u.y) > .8) { o = vec4(0); return; }
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// Initialize output color (out parameter must be initialized before use)
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o = vec4(0.0);
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for(; i<64.; i++) {
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// shorthand for standard raymarch sample, then move forward:
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// p = ro + rd * d, p.z + t
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q = p = vec3(u * d, d + t*5.);
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p.xy *= mat2(cos(.1*p.z+.1*t+vec4(0,33,11,0)));
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q.xz = cos(q.xz);
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p.z = cos(p.z) ;
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// turbulence
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for (s = 1.; s++ <6.;
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q += sin(.6*t+p.zxy*.6),
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p += sin(t+t+p.yzx*s)*.6);
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// distance to spheres
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d += s = .02 + abs(min(length(p+3.*sin(p.z*.5))-4., length(q-2.*sin(p.z*.4))-6.))*.2;
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// color: 1.+cos so we don't go negative, cos(d+vec4(6,4,2,0)) samples from the palette
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// divide by s for form and distance
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// Clamp only the first term to prevent extreme overflow, leave second term free
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vec4 brightTerm = min(.01*vec4(6,2,1,0)/max(length(u*sin(t+t+t)), 0.001), vec4(50.0));
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o += brightTerm + 1. / s * length(u);
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}
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// tonemap and divide brightness
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o = tanh(max(o /6e2 + dot(u,u)*.35, 0.));
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}
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void main() {
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vec2 fragCoordPixels = vUV * iResolution;
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vec4 outColor;
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mainImage(outColor, fragCoordPixels);
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FragColor = outColor;
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}
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