/* 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# */ // is highp wasteful for this shader? #ifdef GL_ES # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif #endif uniform float uTime; uniform vec2 uResolution; /* ==== Text Colouring ==== */ #define PHOSPHOR_COL vec4(196./255., 167./255., 231./255., 1.) // #define BG_COL vec4(0.2, 0.0, 0.2, 0.5) #define BG_COL vec4(14./255., 13./255., 20./255., 1.) /* ======= Text Size ======= */ #define FONT_SIZE vec2(10.,20.) #define ROWCOLS vec2(80., 24.) // =================================================================== // Library Functions // float rand (in vec2 _st) { return fract(sin(dot(_st.xy, vec2(12.9898,78.233))) * 43758.5453123); } float quantise(float val, float n) { return clamp(floor(val * n), 0.0, n) / n; } float roundSquare(vec2 p, vec2 b, float r) { return length(max(abs(p)-b,0.0))-r; } // =================================================================== // 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 (uResolution.y < 320.) // attempt to get rid of aliasing on small resolution return smoothstep(1.0, 0.9, f); else if (uResolution.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; } // =================================================================== // Text Effects // textLines(...) is for simulating the writing of random characters in line formats // https://www.shadertoy.com/view/llSXDV (same author as VT220 font rendering) // float textLines(vec2 uvG) { float wt = 5. * (uTime + 0.5*sin(uTime*1.4) + 0.2*sin(uTime*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.; } // =================================================================== // Noise Generation Algorithms // noise(...) is for the main noise generation algorithm (very tunable) // https://www.shadertoy.com/view/MsdGWn // // Based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (in vec2 _st) { vec2 i = floor(_st); vec2 f = fract(_st); // Four corners in 2D of a tile float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } #define NUM_OCTAVES 100 // Brightness (0.0 - 1.0) #define BRIGHTNESS 0.55 #define LACUNARITY 2.0 #define GAIN 0.5 #define SHIFT 100.0 // VAR_THETA defines whether to compute // sin/cos values at runtime or #define VAR_THETA 0 #define THETA 0.5 #if (VAR_THETA == 1) #endif float fbm( in vec2 _st) { float v = 0.0; float a = BRIGHTNESS; // Rotate to reduce axial bias mat2 T = LACUNARITY * mat2(cos(THETA), sin(THETA), -sin(THETA), cos(THETA)); for (int i = 0; i < NUM_OCTAVES; ++i) { _st = T * _st + SHIFT; v += noise(_st) * a; a *= GAIN; } return v; } #define SCALE_UV 3. #define SCALE_TIME 1. // XXX: TODO: use two shaders, the first on a MUCH lower resolution (one pixel for each text character) // XXX: TODO: then the second should map those pixel values to higher resolution text characters void main() { vec2 uv = gl_FragCoord.xy / uResolution; vec2 st = uv * SCALE; // // uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS; // float val = noise(st); // // Noise is fed through a sigmoid function, then quantised to integer range 0-17 // val = (exp(val) / 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 :) // // VT220 Font Rendering // vec2 base = uv; // base.y = 1 - base.y; // vec2 uvT = ROWCOLS * FONT_SIZE * base; // vec2 uvG = floor(ROWCOLS * base; // gl_FragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL; vec2 q = vec2( fbm( st + 0.*uTime), fbm( st + vec2(1.0)) ); vec2 r = vec2( fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*uTime ), fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*uTime) ); float f = fbm(st+r); vec3 color = mix(vec3(0.101961,0.619608,0.666667), vec3(0.666667,0.666667,0.498039), clamp((f*f)*4.0,0.0,1.0)); color = mix(color, vec3(0,0,0.164706), clamp(length(q),0.0,1.0)); color = mix(color, vec3(0.666667,1,1), clamp(length(r.x),0.0,1.0)); gl_FragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.); }