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OutRun Forever
Just something so I can use as my dynamic wallpaper bringing back the nostalgic feeling of OutRun.
Created by marcogomez on Sun, 19 Sep 2021 19:40:04 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm5Texture; uniform vec2 resolution; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm5 = texture2D(prgm5Texture, uv); gl_FragColor = prgm5; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D noiseTexture; uniform vec2 resolution; uniform float time; uniform float fft; const float PI = acos(-1.0); // π or acos(-1.0) or 180° const float TAU = PI * 2.0; // τ = π * 2 or 360° const mat2 m2 = mat2(0.80, -0.60, 0.60, 0.80); float gaussian(float z, float u, float o) { return ( 1.0 / (o * sqrt(TAU)) ) * exp(-(((z - u) * (z - u)) / (2.0 * (o * o)))); } vec3 gaussGrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float seed = dot(uv, vec2(12.9898, 78.233)); float noise = fract(sin(seed) * 43758.5453 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } float noise(vec2 x) { vec2 p = floor(x); vec2 f = fract(x); f = f * f * (3.0 - 2.0 * f); float a = texture2D(noiseTexture, (p + vec2(0.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x; float b = texture2D(noiseTexture, (p + vec2(1.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x; float c = texture2D(noiseTexture, (p + vec2(0.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x; float d = texture2D(noiseTexture, (p + vec2(1.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } float fbm (vec2 uv) { float f = 0.0; f += 0.5000 * noise(uv); uv = m2 * uv * 2.02; f += 0.2500 * noise(uv); uv = m2 * uv * 2.03; f += 0.1250 * noise(uv); uv = m2 * uv * 2.01; f += 0.0625 * noise(uv); return f / 0.9375; } vec3 clouds(vec2 uv) { vec3 color; float t = time * 0.75; vec2 q = vec2( 0.0 ), r = vec2( 0.0 ); q.x = fbm(uv + t * 0.25); q.y = fbm(uv + vec2(1.0)); r.x = fbm(uv + q + vec2(1.7, 9.2) + 0.31 * t * 0.25); r.y = fbm(uv + q + vec2(8.3, 2.8) + 0.21 * t * 0.25); float f = fbm(uv + r); color = mix(vec3(1.0, 1.0, 1.0), vec3(0.3, 0.6, 1.6), clamp((f * f) * 2.0, 0.0, 1.0) - fft * 0.5); color = mix(color, vec3(0.4, 0.5, 3.00), clamp(length(r.x) - fft * 0.33, 0.0, 1.0)); return color * color * color; } vec2 curve(vec2 uv) { uv *= 1.1; uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); uv.y *= 1.0 + pow((abs(uv.x) / 5.0), 2.0); uv = (uv / 2.0) + 0.5; uv = uv * 0.92 + 0.08; return uv; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.y; uv.y *= (resolution.x / resolution.y) * -.0625 - 1.0; vec2 p = -1.0 + 2.0 * uv; p.x -= time * 0.0125; vec3 g = gaussGrain(time) * 0.04; vec3 col = clouds(p * 3.0) - g; gl_FragColor = vec4(col, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; const float PI = acos(-1.0); // π or acos(-1.0) or 180° const float TAU = PI * 2.0; // τ = π * 2 or 360° float gaussian(float z, float u, float o) { return ( 1.0 / (o * sqrt(TAU)) ) * exp(-(((z - u) * (z - u)) / (2.0 * (o * o)))); } vec3 gaussGrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float seed = dot(uv, vec2(12.9898, 78.233)); float noise = fract(sin(seed) * 43758.5453 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } vec3 mapWorldToRoad(vec3 p) { float x = (p.x + 7.0 * cos(p.z * 0.01) * sin(p.z * 0.02)); float y = (7.0 * cos(p.z * 0.011) * sin(p.z * 0.012)); return vec3(x, y, p.z); } vec3 mapRoadNormal(vec3 p) { const float eps = 0.02; vec3 dirZ = mapWorldToRoad(vec3(p.xy, p.z - eps)) - mapWorldToRoad(vec3(p.xy, p.z + eps)); vec3 dirX = mapWorldToRoad(vec3(p.x - eps, p.yz)) - mapWorldToRoad(vec3(p.x + eps, p.yz)); vec3 normal = cross(dirZ, dirX); return normalize(normal); } vec3 mapRoadColor(vec3 p) { vec3 normal = mapRoadNormal(p); vec3 light = vec3(4.5, 1.0, 4.5); vec3 lightDir = (normalize(light)); float lightMix = clamp(dot(normal, lightDir), 0.0, 1.0); vec3 lightColor = vec3(0.9, 0.75, 0.3); vec3 stripeColor = vec3(0.5); float stripeMix = step(4.0, mod(p.z, 8.0)) * 0.1; vec3 groundColor = ( vec3(0.135, 0.2, 0.2) + stripeColor * stripeMix + lightColor * lightMix ); float midLine = abs(mapWorldToRoad(p).x * 0.45); float roadMix = 1.0 - smoothstep(0.0, 0.1, pow(abs(midLine), 64.0)); float om = (1.0 - smoothstep(0.0, 0.1, pow(abs(midLine), 128.0)) + stripeMix) * 3.0; vec3 roadColor = vec3(0.25) + -stripeMix * 0.25; roadColor = clamp(mix(roadColor, 3.0 * vec3(om) + stripeMix, 1.0 - roadMix), 0.0, 1.0); groundColor = mix(groundColor, roadColor, roadMix); float lineMix = ( (1.0 - smoothstep(0.0, 0.0005, pow(abs(midLine), 2.5))) * smoothstep(0.0, 0.5, abs(mod(p.z, 1.5)) - 0.75) ); vec3 lineColor = vec3(1.0); groundColor = mix(groundColor, lineColor, lineMix * 0.7); return groundColor; } vec3 skyColor(vec2 uv) { float u = (1.5 - uv.y); return clamp(vec3(0.3 * u, 0.7 * u, 0.9 * u - 0.5) * 2.1, 0.0, 1.0); } bool intersectRoad(vec3 originPos, vec3 dir, out vec3 intersectPos) { const float t_min = 0.001; const float t_max = 100.0; const float dt = 1.0; float roadY = 0.0; float rayY = 0.0; float t = t_min; for (int i = 0; i < 100; ++i) { if (t >= t_max) { break; } vec3 rayPosition = originPos + dir * t; vec3 roadPosition = mapWorldToRoad(rayPosition); if (rayPosition.y < roadPosition.y) { t = (t - dt) + dt * (roadY - rayY) / ((rayPosition.y - rayY) - (roadPosition.y - roadY)); intersectPos = originPos + dir * t; return true; } roadY = roadPosition.y; rayY = rayPosition.y; t += dt; } return false; } float osc(float s, float e, float t) { return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5; } void main(void) { const float fov = radians(45.0); const float tanHFOV = tan(fov * 0.5); const float near = 0.1; const float far = 1.0; float speed = 12.0; vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 suv = uv; uv = (uv * 2.0 - 1.0 ) * vec2(resolution.x / resolution.y, 1.0); vec3 roadCamPos = mapWorldToRoad(vec3(0.0, 0.0, speed * time)); float carLength = 1.25; float carHeight = 0.75; float nextX = -mapWorldToRoad(vec3(0.0, 0.0, speed * time + carLength * 4.0)).x; float offset = clamp(osc(-1.7, -0.7, time * 0.12), -1.5, -0.5); //offset = -1.5; vec3 camPos = vec3( offset - roadCamPos.x, roadCamPos.y + carHeight, roadCamPos.z - carLength ); float swivel = (nextX - camPos.x) * 0.07; vec3 rayDir = normalize( vec3( tanHFOV * uv.x + swivel, tanHFOV * uv.y - 0.05, 1.0 ) * (far - near) ); vec3 intersectPos; vec4 prgm1 = texture2D(prgm1Texture, suv); vec4 g = vec4(vec3(gaussGrain(time) * 0.03), 1.0); vec4 finalColor = vec4(0.0); if (intersectRoad(camPos, rayDir, intersectPos)) { finalColor += vec4(mapRoadColor(intersectPos), 1.0) - g; } else { vec3 sky = skyColor(suv); finalColor += ( mix(prgm1, vec4(sky, 1.0), 0.3) + smoothstep(0.5, -0.5, uv.y) ); } finalColor = floor(finalColor * 64.0) / 64.0; gl_FragColor = finalColor; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm2Texture; uniform vec2 resolution; #define FXAA_REDUCE_MIN (1.0 / 128.0) #define FXAA_REDUCE_MUL (1.0 / 8.0) #define FXAA_SPAN_MAX 8.0 void main() { vec2 res = vec2(1.0 / resolution.x, 1.0 / resolution.y); vec3 rgbNW = texture2D(prgm2Texture, (gl_FragCoord.xy + vec2(-1.0, -1.0)) * res).xyz; vec3 rgbNE = texture2D(prgm2Texture, (gl_FragCoord.xy + vec2(1.0, -1.0)) * res).xyz; vec3 rgbSW = texture2D(prgm2Texture, (gl_FragCoord.xy + vec2(-1.0, 1.0)) * res).xyz; vec3 rgbSE = texture2D(prgm2Texture, (gl_FragCoord.xy + vec2(1.0, 1.0)) * res).xyz; vec4 rgbaM = texture2D(prgm2Texture, gl_FragCoord.xy * res); vec3 rgbM = rgbaM.xyz; float opacity = rgbaM.w; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * res; vec3 rgbA = 0.5 * ( texture2D(prgm2Texture, gl_FragCoord.xy * res + dir * (1.0 / 3.0 - 0.5)).xyz + texture2D(prgm2Texture, gl_FragCoord.xy * res + dir * (2.0 / 3.0 - 0.5)).xyz ); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(prgm2Texture, gl_FragCoord.xy * res + dir * -0.5).xyz + texture2D(prgm2Texture, gl_FragCoord.xy * res + dir * 0.5).xyz ); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) { gl_FragColor = vec4(rgbA, opacity); } else { gl_FragColor = vec4(rgbB, opacity); } }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform vec2 resolution; uniform float time; uniform float fft; const float reinhardAmount = 1.1; const float contrast = 1.1; const float brightness = 3.0; const float amount = 0.7; const float saturation = 1.2; const vec2 vignetteSize = vec2(0.35, 0.35); const float vignetteRoundness = 0.21; const float vignetteMix = 0.5; const float vignetteSmoothness = 0.42; const float W = 1.2; const float T = 7.5; float filmicReinhardCurve(float x) { float q = (T * T + 1.0) * x * x; return q / (q + x + T * T); } vec3 filmicReinhard(vec3 c) { float w = filmicReinhardCurve(W); return vec3( filmicReinhardCurve(c.r), filmicReinhardCurve(c.g), filmicReinhardCurve(c.b) ) / w; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } float sdSquare(vec2 point, float width) { vec2 d = abs(point) - width; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } float vignette(vec2 uv, vec2 size, float roundness, float smoothness) { uv -= 0.5; float minWidth = min(size.x, size.y); uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0); uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0); float boxSize = minWidth * (1.0 - roundness); float dist = sdSquare(uv, boxSize) - (minWidth * roundness); return 1.0 - smoothstep(0.0, smoothness, dist); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm3 = texture2D(prgm3Texture, uv); vec3 reinhard = filmicReinhard(prgm3.rgb); vec3 color = prgm3.rgb; color = mix(prgm3.rgb, reinhard, reinhardAmount); color = ContrastSaturationBrightness(color, brightness, saturation, contrast); float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness); vec3 vig = color * v; color = mix(color, vig, vignetteMix); color = mix(prgm3.xyz, color, amount); color = clamp(color, 0.0, 1.0); gl_FragColor = vec4(color, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm4Texture; uniform vec2 resolution; const float hardscan = -16.0; // -8.0 = soft | -16.0 = medium const float hardPix = -4.0; // -2.0 = soft | -4.0 = hard const float maskDark = 0.5; const float maskLight = 2.5; float toLinear(float c) { return (c <= 0.04045) ? c / 12.92 : pow(abs((c + 0.055) / 1.055), 2.4); } vec3 toLinear(vec3 c) { return vec3(toLinear(c.r), toLinear(c.g), toLinear(c.b)); } float toSRGB(float c) { return(c < 0.0031308 ? c * 12.92 : 1.055 * pow(abs(c), 0.41666) - 0.055); } vec3 toSRGB(vec3 c) { return vec3(toSRGB(c.r), toSRGB(c.g), toSRGB(c.b)); } vec3 fetch(vec2 uv, vec2 off, vec2 res) { uv = floor(uv * res + off) / res; if (max(abs(uv.x - 0.5), abs(uv.y - 0.5)) > 0.5) { return vec3(0.0); } return toLinear(texture2D(prgm4Texture, uv.xy, -16.0).xyz); } vec2 dist(vec2 uv, vec2 res) { uv = uv * res; return -((uv - floor(uv)) - vec2(0.5)); } float gauss(float uv, float scale) { return exp2(scale * uv * uv); } vec3 horz3(vec2 uv, float off, vec2 res) { vec3 b = fetch(uv, vec2(-1.0, off), res); vec3 c = fetch(uv, vec2(+0.0, off), res); vec3 d = fetch(uv, vec2(+1.0, off), res); float dst = dist(uv, res).x; float scale = hardPix; float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); return (b * wb + c * wc + d * wd) / (wb + wc + wd); } vec3 horz5(vec2 uv, float off, vec2 res) { vec3 a = fetch(uv, vec2(-2.0, off), res); vec3 b = fetch(uv, vec2(-1.0, off), res); vec3 c = fetch(uv, vec2(+0.0, off), res); vec3 d = fetch(uv, vec2(+1.0, off), res); vec3 e = fetch(uv, vec2(+2.0, off), res); float dst = dist(uv, res).x; float scale = hardPix; float wa = gauss(dst - 2.0, scale); float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); float we = gauss(dst + 2.0, scale); return (a * wa + b * wb + c * wc + d * wd + e * we) / (wa + wb + wc + wd + we); } float scan(vec2 uv, float off, vec2 res) { float dst = dist(uv, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 uv, vec2 res) { vec3 a = horz3(uv, -1.0, res); vec3 b = horz5(uv, +0.0, res); vec3 c = horz3(uv, +1.0, res); float wa = scan(uv, -1.0, res); float wb = scan(uv, +0.0, res); float wc = scan(uv, +1.0, res); return a * wa + b * wb + c * wc; } vec2 warp(vec2 uv, vec2 warpAmount) { uv = uv * 2.0 - 1.0; vec2 offset = abs(uv.yx) / vec2(warpAmount.x, warpAmount.y); uv = uv + uv * offset * offset; uv = uv * 0.5 + 0.5; return uv; } void drawVig(inout vec3 color, vec2 uv) { float vignette = uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y); vignette = clamp(pow(abs(16.0 * vignette), 0.3), 0.0, 1.0); color *= vignette; } vec3 mask(vec2 uv) { uv.x += uv.y * 3.0; vec3 m = vec3(maskDark, maskDark, maskDark); uv.x = fract(uv.x / 6.0); if (uv.x < 0.333) { m.r = maskLight; } else if (uv.x < 0.666) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float uv, float bar) { uv -= bar; return uv * uv < 4.0 ? 0.0 : 1.0; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; float crtResDivisor = 1.5; vec2 warpAmount = vec2(7.0, 5.0); uv = warp(uv, warpAmount); vec2 res = vec2(resolution.x / 3.0, resolution.y / 3.0); vec4 color = vec4(tri(uv, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz); if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { color *= 0.0; } drawVig(color.xyz, uv); gl_FragColor = color; }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm5Texture;
uniform vec2 resolution;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm5 = texture2D(prgm5Texture, uv);
gl_FragColor = prgm5;
}
102 fps 16ms
00:00:00.32
0.00