begin port of my shadertoy \"segfault\" shader to GLSL

This commit is contained in:
Emile Clark-Boman 2025-08-02 00:13:10 +10:00
parent 37da4516e4
commit 6165da9875

384
www/shaders/segfault.glsl Normal file
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/* BTW: You can use ANY function as the noise/plasma function
* It just needs to return a float in the range 0.0 - 17.0
* But shouldn't return 0.0 or 17.0 (they're exclusive bounds).
* View this shader on shadertoy: https://www.shadertoy.com/view/t3tSRj#
*/
// TODO: go through all my TODO items
/* ==== Text Colouring ==== */
#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
#define BG_COL vec4(0.2, 0.0, 0.2, 0.)
/* ======= Text Size ======= */
#define FONT_SIZE vec2(10.,20.)
#define ROWCOLS vec2(80., 24.)
/* === Text Bloom Effect === */
#define WIDTH 1.2
#define HEIGHT 0.7
#define SMOOTH 0.004
/* ====== Smoke Noise ====== */
const int noiseSwirlSteps = 0;
const float noiseSwirlValue = 1.;
const float noiseSwirlStepValue = noiseSwirlValue / float(noiseSwirlSteps);
const float noiseScale = 1.0;
const float noiseTimeScale = 0.1;
precision highp float;
// ===================================================================
// Library Functions
//
inline float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
inline float quantise(float val, float n) {
return clamp(floor(val * n), 0.0, n) / n;
}
inline float roundSquare(vec2 p, vec2 b, float r) {
return length(max(abs(p)-b,0.0))-r;
}
// standard roundSquare
inline float stdRS(vec2 uv, float r) {
return roundSquare(uv - 0.5, vec2(WIDTH, HEIGHT) + r, 0.05);
}
// ===================================================================
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
inline vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
inline vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
inline vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
inline vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float simplex(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}
// ===================================================================
// VT220 Font Rendering
// Author/Source : https://www.shadertoy.com/view/llSXDV
//
#define l(y,a,b) roundLine(p, vec2(float(a), float(y)), vec2(float(b), float(y)))
float roundLine(vec2 p, vec2 a, vec2 b) {
b -= a + vec2(1.0,0.);
p -= a;
float f = length(p-clamp(dot(p,b)/dot(b,b),0.0,1.0)*b);
if (iResolution.y < 320.) // attempt to get rid of aliasing on small resolution
return smoothstep(1.0, 0.9, f);
else if (iResolution.y < 720.)
return smoothstep(0.75, 0.5, f);
else
return smoothstep(1., 0., f);
}
float vt220Font(vec2 p, float c) {
if (c < 1.) return 0.;
if (p.y > 16.) {
if (c > 2.) return 0.0;
if (c > 1.) return l(17,1,9);
}
if (p.y > 14.) {
if (c > 16.) return l(15,3,8);
if (c > 15.) return l(15,1,8);
if (c > 14.) return l(15,1,3)+ l(15,7,9);
if (c > 13.) return l(15,2,8);
if (c > 12.) return l(15,1,9);
if (c > 11.) return l(15,2,8);
if (c > 10.) return l(15,1,3)+ l(15,6,8);
if (c > 9.) return l(15,4,6);
if (c > 8.) return l(15,2,4)+ l(15,5,7);
if (c > 7.) return l(15,2,8);
if (c > 6.) return l(15,2,8);
if (c > 5.) return l(15,2,8);
if (c > 4.) return l(15,2,9);
if (c > 3.) return l(15,1,8);
if (c > 2.) return l(15,2,9);
}
if (p.y > 12.) {
if (c > 16.) return l(13,2,4)+ l(13,7,9);
if (c > 15.) return l(13,2,4)+ l(13,7,9);
if (c > 14.) return l(13,1,3)+ l(13,7,9);
if (c > 13.) return l(13,1,3)+ l(13,7,9);
if (c > 12.) return l(13,1,3);
if (c > 11.) return l(13,4,6);
if (c > 10.) return l(13,2,4)+ l(13,5,9);
if (c > 9.) return l(13,2,8);
if (c > 8.) return l(13,2,4)+ l(13,5,7);
if (c > 7.) return l(13,1,3)+ l(13,7,9);
if (c > 6.) return l(13,1,3)+ l(13,7,9);
if (c > 5.) return l(13,1,3)+ l(13,7,9);
if (c > 4.) return l(13,1,3)+ l(15,2,9);
if (c > 3.) return l(13,1,4)+ l(13,7,9);
if (c > 2.) return l(13,1,3)+ l(13,6,9);
}
if (p.y > 10.) {
if (c > 16.) return l(11,1,3);
if (c > 15.) return l(11,2,4)+ l(11,7,9);
if (c > 14.) return l(11,1,9);
if (c > 13.) return l(11,7,9);
if (c > 12.) return l(11,2,5);
if (c > 11.) return l(11,4,6);
if (c > 10.) return l(11,3,5)+ l(11,6,8);
if (c > 9.) return l(11,4,6)+ l(11,7,9);
if (c > 8.) return l(11,1,8);
if (c > 7.) return l(11,1,3)+ l(11,7,9);
if (c > 6.) return l(11,1,3)+ l(11,7,9);
if (c > 5.) return l(11,1,3)+ l(11,7,9);
if (c > 4.) return l(11,1,3);
if (c > 3.) return l(11,1,3)+ l(11,7,9);
if (c > 2.) return l(11,2,9);
}
if (p.y > 8.) {
if (c > 16.) return l(9,1,3);
if (c > 15.) return l(9,2,8);
if (c > 14.) return l(9,1,3)+ l(9,7,9);
if (c > 13.) return l(9,4,8);
if (c > 12.) return l(9,4,8);
if (c > 11.) return l(9,4,6);
if (c > 10.) return l(9,4,6);
if (c > 9.) return l(9,2,8);
if (c > 8.) return l(9,2,4)+ l(9,5,7);
if (c > 7.) return l(9,1,3)+ l(9,7,9);
if (c > 6.) return l(9,1,3)+ l(9,7,9);
if (c > 5.) return l(9,1,3)+ l(9,7,9);
if (c > 4.) return l(9,1,3)+ l(9,7,9);
if (c > 3.) return l(9,1,4)+ l(9,7,9);
if (c > 2.) return l(9,7,9);
}
if (p.y > 6.) {
if (c > 16.) return l(7,1,3);
if (c > 15.) return l(7,2,4)+ l(7,7,9);
if (c > 14.) return l(7,2,4)+ l(7,6,8);
if (c > 13.) return l(7,5,7);
if (c > 12.) return l(7,7,9);
if (c > 11.) return l(7,2,6);
if (c > 10.) return l(7,2,4)+ l(7,5,7);
if (c > 9.) return l(7,1,3)+ l(7,4,6);
if (c > 8.) return l(7,1,8);
if (c > 7.) return l(7,2,8);
if (c > 6.) return l(7,2,8);
if (c > 5.) return l(7,2,8);
if (c > 4.) return l(7,2,8);
if (c > 3.) return l(7,1,8);
if (c > 2.) return l(7,2,8);
}
if (p.y > 4.) {
if (c > 16.) return l(5,2,4)+ l(5,7,9);
if (c > 15.) return l(5,2,4)+ l(5,7,9);
if (c > 14.) return l(5,3,7);
if (c > 13.) return l(5,6,8);
if (c > 12.) return l(5,1,3)+ l(5,7,9);
if (c > 11.) return l(5,3,6);
if (c > 10.) return l(5,1,5)+ l(5,6,8);
if (c > 9.) return l(5,2,8);
if (c > 8.) return l(5,2,4)+ l(5,5,7);
if (c > 7.) return 0.;
if (c > 6.) return 0.;
if (c > 5.) return 0.;
if (c > 4.) return 0.;
if (c > 3.) return l(5,1,3);
if (c > 2.) return 0.;
}
if (p.y > 2.) {
if (c > 16.) return l(3,3,8);
if (c > 15.) return l(3,1,8);
if (c > 14.) return l(3,4,6);
if (c > 13.) return l(3,1,9);
if (c > 12.) return l(3,2,8);
if (c > 11.) return l(3,4,6);
if (c > 10.) return l(3,2,4)+ l(3,7,9);
if (c > 9.) return l(3,4,6);
if (c > 8.) return l(3,2,4)+ l(3,5,7);
if (c > 7.) return l(3,2,4)+ l(3,6,8);
if (c > 6.) return l(3,1,3)+ l(3,4,7);
if (c > 5.) return l(3,2,4)+ l(3,6,8);
if (c > 4.) return 0.;
if (c > 3.) return l(3,1,3);
if (c > 2.) return 0.;
}
else {
if (c > 7.) return 0.;
if (c > 6.) return l(1,2,5)+ l(1,6,8);
}
return 0.0;
}
// ===================================================================
// Noise Generation Algorithms
// textLines(...) is for simulating the writing of random characters in line formats
// https://www.shadertoy.com/view/llSXDV (same author as VT220 font rendering)
//
// smokeNoise(...) is for the main noise generation algorithm (very tunable)
// https://www.shadertoy.com/view/MsdGWn
//
float textLines(vec2 uvG)
{
float wt = 5. * (iTime + 0.5*sin(iTime*1.4) + 0.2*sin(iTime*2.9)); // wobbly time
vec2 uvGt = uvG + vec2(0., floor(wt));
float ll = rand(vec2(uvGt.y, - 1.)) * ROWCOLS.x; // line length
if (uvG.y > ROWCOLS.y - 2.){
if (ceil(uvG.x) == floor(min(ll, fract(wt)*ROWCOLS.x)))
return 2.;
if (ceil(uvG.x) > floor(min(ll, fract(wt)*ROWCOLS.x)))
return 0.;
}
if (uvGt.x > 5. && rand(uvGt) < .075)
return 0.;
if (max(5., uvGt.x) > ll)
return 0.;
return rand(uvGt)*15. + 2.;
}
inline float fbm3(vec3 v) {
float result = simplex(v);
result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.;
result /= (1. + 1./2. + 1./4.);
return result;
}
inline float fbm5(vec3 v) {
float result = simplex(v);
result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.;
result += simplex(v * 8.) / 8.;
result += simplex(v * 16.) / 16.;
result /= (1. + 1./2. + 1./4. + 1./8. + 1./16.);
return result;
}
float smokeNoise(vec3 v) {
// make it curl
for (int i=0; i<noiseSwirlSteps; i++) {
v.xy += vec2(fbm3(v), fbm3(vec3(v.xy, v.z + 1000.))) * noiseSwirlStepValue;
}
// normalize
return fbm5(v) / 2. + 0.5;
}
// ===================================================================
// Graphical Styling / Effects
//
inline float bloom(vec2 uv2) {
// TODO
c += (textureLod(iChannel0, uvC, 3.) +
textureLod(iChannel0, uvC, 4.) +
textureLod(iChannel0, uvC, 5.))
* smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = vec2(fragCoord.x, iResolution.y - fragCoord.y);
vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy;
vec2 uvG = floor(ROWCOLS * uv / iResolution.xy);
vec2 uvC = fragCoord/iResolution.xy;
vec2 uvNoise = fragCoord.xy / iResolution.xy;
uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
float val;
if (iTime < 2.0)
val = textLines(uvG);
else if (iTime < 2.3)
val = rand(uvG * iTime) * 17.;
else {
float noise = smokeNoise(vec3(uvNoise * noiseScale, iTime * noiseTimeScale));
// Noise is fed through a sigmoid function, then quantised to integer range 0-17
val = (exp(noise) / 2.71828); // increase contrast (normalised 0.0 - 1.0)
val = 1.0 / val;
val *= 1.0 / (1.0 + exp(-val)) - 0.5; // subtraction value is tunable (range 0.0 - 0.5)
val *= quantise(val, 17.0); // quantise by 17 then normalise back to 0.0 - 1.0
val = pow(18.0, val) - 1.0; // TODO: try changing 18.0 to 200.0 and you'll notice some pretty changes :)
}
fragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL;
}