- Sign In
- Sign Up
Retrowave Sunset
In case you might need something to look at while listening to SynthWave songs.
Created by marcogomez on Tue, 12 Apr 2022 21:31:07 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm2Texture; uniform sampler2D prgm4Texture; uniform vec2 resolution; uniform float time; float osc(float s, float e, float t) { return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 texA = texture2D(prgm4Texture, uv); vec4 texB = texture2D(prgm2Texture, uv); float t = time * 0.25; float o = osc(t, t + 2.0, time * 0.35); vec3 color = mix(texA.xyz, texB.xyz, osc(-0.2, 0.2, o)); gl_FragColor = vec4(color, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform vec2 resolution; uniform float time; uniform float fft; const float PI = acos(-1.0); const float TAU = PI * 2.0; const vec2 hashv2 = vec2(12.9898, 78.233); const float hashS = 43758.5453123; const float starsSpeed = 1.2; const int starsLayers = 12; float rand(float n) { return fract(sin(n) * hashS); } float rand(vec2 uv) { return fract(sin(dot(uv, hashv2)) * hashS); } float noise (vec2 uv) { vec2 b = floor(uv); return mix( mix(rand(b), rand(b + vec2(1.0, 0.0)), 0.5), mix(rand(b + vec2(0.0, 1.0)), rand(b + vec2(1.0, 1.0)), 0.5), 0.5 ); } 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, hashv2); float noise = fract(sin(seed) * hashS + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } float circle(vec2 uv, float r) { vec2 dist = uv - vec2(0.5); return 1.0 - smoothstep(r - (r * 0.03), r + (r * 0.03), dot(dist, dist) * 4.0); } float mapRange(float val, float min1, float max1, float min2, float max2) { return min2 + (val - min1) * (max2 - min2) / (max1 - min1); } float renderStars(vec2 uv) { float stars = 0.0; float fl, s; for (int layer = 0; layer < starsLayers; layer++) { fl = float(layer); s = (500.0 - fl * 30.0); stars += step( 0.1, pow( abs(noise(mod(vec2(uv.x * s + time * starsSpeed - fl * 100.0, uv.y * s), resolution.x))), 21.0 ) ) * (fl / float(starsLayers)); } return stars; } void main(void) { const float skyLimit = 0.3; const float seaSpread = 0.1; const float sunLightSpread = 0.15; const float srDuration = 1.6; float audio = fft * 0.12; float stripsSize = 13.0; float seaRadius = 0.3 + audio; float sunRadius = 0.35 + audio; float sunLightRadius = sunRadius * 0.91; vec2 uv = gl_FragCoord.xy / resolution.xy; float rtime = clamp(log(time * 0.5) * 0.9, 0.0, srDuration); seaRadius += sin(rtime) * 0.1; sunRadius += sin(rtime) * 0.2; float sunStart = 0.9 - sin(rtime) * 0.9; vec3 bgColor = vec3(0.17, 0.12, 0.25); if (uv.y > skyLimit) { bgColor += mix(bgColor, (1.0 - uv.y) * vec3(0.7, 0.2, 0.5), 0.7); } vec3 sunLightColor = vec3(1.00, 0.14, 0.73); vec3 color = bgColor; float stars = renderStars(uv); float starsInSky = mix(0.0, stars, 1.0 - step(uv.y, skyLimit)); color = mix(color, vec3(0.63, 0.60, 0.74), starsInSky * clamp(time * 0.5 - 0.5, 0.0, 1.0) * 0.6); float ar = resolution.x / resolution.y; vec2 cuv = vec2( uv.x * ar - ((resolution.x - resolution.y) / resolution.y * 0.5) / resolution.y, uv.y + sunStart ); cuv -= vec2(0.12, 0.0); float sunLight = 1.0 - smoothstep(sunLightRadius - sunLightSpread, sunLightRadius + sunLightSpread, length(cuv - vec2(0.5, 0.55 - sunStart))); float sunLightMix = sunLight * 0.9 * (0.6 + noise(vec2(uv.x * 10.0 + time, uv.y * 60.0 + time)) * 0.4); color = mix(color, sunLightColor, sunLightMix); vec3 sunColor = mix(vec3(0.99, 0.98, 0.22), vec3(1.0, 0.0, 0.73), 1.0 - uv.y); float sunCut = step(1.0 - uv.y - sunStart, 0.75); float sun = circle(cuv, sunRadius) * sunCut; float sy = mapRange(pow(1.0 - uv.y + 0.0, 7.0), 0.0, skyLimit, 0.0, 1.0); float sunStrips = 1.0 - step(fract(sy * stripsSize), 0.5); sunStrips = mix(sunStrips, 0.0, step(1.0 - uv.y , skyLimit)); float sunStripsFade = 1.0 - smoothstep(0.32 - seaSpread * 2., 0.32 + seaSpread * 2., length(cuv - vec2(0.5, 0.45))); sunStrips *= sunStripsFade * (1.0 - (srDuration - rtime)); sunColor = mix(sunColor, bgColor, sunStrips); color = mix(color, sunColor, sun); float y = mapRange(fract(uv.y), 0.0, skyLimit, 0.0, 1.0) - 0.04 + time * 0.05; float seaStrips = step(fract(y * stripsSize), 0.5); seaStrips = mix(seaStrips, 1.0, step(1.0 - uv.y, 1.0 - skyLimit)); float seaGradient = mapRange(uv.y, 0.0, skyLimit, 0.0, 1.0); float seaFade = smoothstep(seaRadius - seaSpread, seaRadius + seaSpread, length(uv - vec2(0.5, 0.35))); vec3 seaColor = mix(vec3(0.212, 0.263, 0.467), vec3(0.208, 0.376, 0.761), seaGradient); seaColor = mix(seaColor, bgColor, seaFade); float seaStripsFade = 1.0 - smoothstep(0.3 - seaSpread * 2.0, 0.3 + seaSpread * 2.0, length(cuv - vec2(0.5, 0.45))); seaStrips *= seaStripsFade; vec3 seaReflectColor = mix( vec3(1.0, 0.58, 0.35), vec3(1.0, 0.10, 0.73), 1.0 - mapRange(uv.y, skyLimit * 0.5, skyLimit, 0.0, 1.0) ); seaColor = mix(seaColor, seaReflectColor, seaStrips); color = mix(color, seaColor, step(uv.y, skyLimit)) * clamp(time * 0.6667, 0.0, 1.0); color += gaussgrain(time * 0.35) * vec3(step(uv.y, skyLimit)) * 0.21; float frameScale = 2.00; float frameTime = floor(time * frameScale) / frameScale; float noise = rand(uv * 3.0); color = mix(color, vec3(noise), 0.06); color = mix(color, color * color, 0.5); color = color - gaussgrain(time) * 0.02; color *= clamp(time * 0.12, 0.0, 1.0); gl_FragColor = vec4(color, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D noiseTexture; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; uniform float fft; const float g = 0.12; float osc(float s, float e, float t) { return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5; } float stepm(float a, float b, float c) { return step(c, sin(time + a * cos(time * b))); } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(2.0 * acos(-1.0)))) * (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) * 43758.5453123 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } float texNoise(vec2 uv) { float s = texture2D(noiseTexture, vec2(1.0, 2.0 * cos(time)) * time * 8.0 + uv * 1.0).x; s *= s; return s; } float ramp(float y, float start, float end) { float ins = step(start, y) - step(end, y); float fact = (y - start) / (end - start) * ins; return (1.0 - fact) * ins; } float stripes(vec2 uv) { float n = texNoise(uv * vec2(0.5, 1.0) + vec2(1.0, 3.0)); return ramp(mod(uv.y * 3.0 + time / 2.0 + sin(time * 0.5 + sin(time * 0.6)), 1.0), 0.5, 0.6) * n; } vec3 badVHS(vec2 uv, sampler2D tex) { float h = osc(0.0, 0.001, time * 0.2); float v = osc(0.0, 0.03, time * 0.3); float tmod = mod(time * 0.25, 3.0); float lookyMod = uv.y - tmod; float window = 1.0 / (1.0 + 20.0 * lookyMod * lookyMod); float lookyStep = stepm(4.0, 4.0, 0.3) * 0.5; uv.x = uv.x + sin(uv.y * 10.0 + time) / 100.0 * lookyStep * (1.0 + cos(time * 80.0)) * window * 0.25; float vShift = v * stepm(2.0, 3.0, 0.9) * (sin(time) * sin(time * 20.0) + (0.5 + 0.1 * sin(time * 200.0) * cos(time))); uv.y = mod(uv.y + vShift, 5.0); vec3 desatColor; float _r, _g, _b; float x = sin(0.3 * time + uv.y * 21.0) * sin(0.7 * time + uv.y * 29.0) * sin(0.3 + 0.33 * time + uv.y * 31.0) * h; _r = texture2D(tex, vec2(x + uv.x + 0.001, uv.y + 0.001)).x + 0.007; _g = texture2D(tex, vec2(x + uv.x + 0.000, uv.y - 0.002)).y + 0.007; _b = texture2D(tex, vec2(x + uv.x - 0.002, uv.y + 0.000)).z + 0.007; _r += 0.08 * texture2D(tex, 0.75 * vec2(x + 0.012, -0.013) + vec2(uv.x + 0.001, uv.y + 0.001)).x; _g += 0.05 * texture2D(tex, 0.75 * vec2(x + -0.011, -0.010) + vec2(uv.x + 0.000, uv.y - 0.002)).y; _b += 0.08 * texture2D(tex, 0.75 * vec2(x + -0.010, -0.009) + vec2(uv.x - 0.002, uv.y + 0.000)).z; float _luma = 0.3 * _r + 0.6 * _g + 0.1 * _b; float _desat = 0.3; desatColor = vec3( _r + _desat * (_luma - _r), _g + _desat * (_luma - _g), _b + _desat * (_luma - _b) ); float s = stripes(uv) * osc(-0.3, 0.4, osc(time, time + 2.0, time * 0.35)); float sb = stripes(uv - osc(0.001, 0.02, time * 0.1)) * osc(-0.3, 0.4, osc(time, time + 2.0, time * 0.45)); desatColor += s * s + sb * sb; desatColor = clamp(desatColor, 0.0, 1.0); return desatColor; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm1 = texture2D(prgm1Texture, uv); float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec3 grain = gaussgrain(frameTime * 2.0); vec3 color = badVHS(uv, prgm1Texture) + grain * g; gl_FragColor = vec4(color, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform float time; uniform float fft; const float amount = 1.0; const float reinhardAmount = 1.05; const float contrast = 1.1; const float brightness = 1.0; const float saturation = 0.75; const vec2 vignetteSize = vec2(0.3, 0.3); const float vignetteRoundness = 0.9; const float vignetteMix = 0.21; 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 prgm2 = texture2D(prgm2Texture, uv); vec3 reinhard = filmicReinhard(prgm2.rgb); vec3 color = prgm2.rgb; color = mix(prgm2.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(prgm2.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 prgm3Texture; uniform vec2 resolution; uniform float time; const float hardscan = -16.0; const float hardPix = -4.0; 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 pos, vec2 off, vec2 res) { pos = floor(pos * res + off) / res; if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return vec3(0.0); } return toLinear(texture2D(prgm3Texture, pos.xy, -16.0).xyz); } vec2 dist(vec2 pos, vec2 res) { pos = pos * res; return -((pos - floor(pos)) - vec2(0.5)); } float gauss(float pos, float scale) { return exp2(scale * pos * pos); } vec3 horz3(vec2 pos, float off, vec2 res) { vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); float dst = dist(pos, 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 pos, float off, vec2 res) { vec3 a = fetch(pos, vec2(-2.0, off), res); vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); vec3 e = fetch(pos, vec2(+2.0, off), res); float dst = dist(pos, 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 pos, float off, vec2 res) { float dst = dist(pos, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 pos, vec2 res) { vec3 a = horz3(pos, -1.0, res); vec3 b = horz5(pos, +0.0, res); vec3 c = horz3(pos, +1.0, res); float wa = scan(pos, -1.0, res); float wb = scan(pos, +0.0, res); float wc = scan(pos, +1.0, res); return a * wa + b * wb + c * wc; } vec3 mask(vec2 pos) { pos.x += pos.y * 3.0; vec3 m = vec3(maskDark, maskDark, maskDark); pos.x = fract(pos.x / 6.0); if (pos.x < 0.333) { m.r = maskLight; } else if (pos.x < 0.666) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float pos, float bar) { pos -= bar; return pos * pos < 4.0 ? 0.0 : 1.0; } 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), 0.1), 0.0, 1.0); color *= vignette; } void main(void) { vec2 warpAmount = vec2(7.0, 5.0); vec2 res = vec2(640.0, 320.0); vec2 uv = gl_FragCoord.xy / resolution.xy; float vig = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y)); float v = exp(-0.01 * length(uv)) * vig; float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec2 pos = warp(uv, warpAmount); vec4 color = vec4(tri(pos, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz * 2.0); color = mix(color, color * v, 0.5); drawVig(color.xyz, pos); gl_FragColor = color; }
xxxxxxxxxx
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm2Texture;
uniform sampler2D prgm4Texture;
uniform vec2 resolution;
uniform float time;
float osc(float s, float e, float t) {
return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5;
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 texA = texture2D(prgm4Texture, uv);
vec4 texB = texture2D(prgm2Texture, uv);
float t = time * 0.25;
float o = osc(t, t + 2.0, time * 0.35);
vec3 color = mix(texA.xyz, texB.xyz, osc(-0.2, 0.2, o));
gl_FragColor = vec4(color, 1.0);
}
97 fps 15ms
00:00:00.33
0.00