hah! easy to say! If I would have a magic lamp with a genie inside - I would ask him for ALL of shadertoy's shaders to get ported to C2 <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">
or is it too advanced for me? <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">
float sat( float t ) {
return clamp( t, 0.0, 1.0 );
}
vec2 sat( vec2 t ) {
return clamp( t, 0.0, 1.0 );
}
//remaps inteval [a;b] to [0;1]
float remap ( float t, float a, float b ) {
return sat( (t - a) / (b - a) );
}
//note: /\ t=[0;0.5;1], y=[0;1;0]
float linterp( float t ) {
return sat( 1.0 - abs( 2.0*t - 1.0 ) );
}
vec3 spectrum_offset( float t ) {
vec3 ret;
float lo = step(t,0.5);
float hi = 1.0-lo;
float w = linterp( remap( t, 1.0/6.0, 5.0/6.0 ) );
float neg_w = 1.0-w;
ret = vec3(lo,1.0,hi) * vec3(neg_w, w, neg_w);
return pow( ret, vec3(1.0/2.2) );
}
//note: [0;1]
float rand( vec2 n ) {
return fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453);
}
//note: [-1;1]
float srand( vec2 n ) {
return rand(n) * 2.0 - 1.0;
}
float trunc( float x, float num_levels )
{
return floor(x*num_levels) / num_levels;
}
vec2 trunc( vec2 x, float num_levels )
{
return floor(x*num_levels) / num_levels;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
uv.y = 1.0 - uv.y;
float time = mod(iGlobalTime, 32.0); // + modelmat[0].x + modelmat[0].z;
float GLITCH = 0.1 + iMouse.x / iResolution.x;
float gnm = sat( GLITCH );
float rnd0 = rand( trunc( vec2(time, time), 6.0 ) );
float r0 = sat((1.0-gnm)*0.7 + rnd0);
float rnd1 = rand( vec2(trunc( uv.x, 10.0*r0 ), time) ); //horz
//float r1 = 1.0f - sat( (1.0f-gnm)*0.5f + rnd1 );
float r1 = 0.5 - 0.5 * gnm + rnd1;
r1 = 1.0 - max( 0.0, ((r1<1.0) ? r1 : 0.9999999) ); //note: weird ass bug on old drivers
float rnd2 = rand( vec2(trunc( uv.y, 40.0*r1 ), time) ); //vert
float r2 = sat( rnd2 );
float rnd3 = rand( vec2(trunc( uv.y, 10.0*r0 ), time) );
float r3 = (1.0-sat(rnd3+0.8)) - 0.1;
float pxrnd = rand( uv + time );
float ofs = 0.05 * r2 * GLITCH * ( rnd0 > 0.5 ? 1.0 : -1.0 );
ofs += 0.5 * pxrnd * ofs;
uv.y += 0.1 * r3 * GLITCH;
const int NUM_SAMPLES = 10;
const float RCP_NUM_SAMPLES_F = 1.0 / float(NUM_SAMPLES);
vec4 sum = vec4(0.0);
vec3 wsum = vec3(0.0);
for( int i=0; i<NUM_SAMPLES; ++i )
{
float t = float(i) * RCP_NUM_SAMPLES_F;
uv.x = sat( uv.x + ofs * t );
vec4 samplecol = texture2D( iChannel0, uv, -10.0 );
vec3 s = spectrum_offset( t );
samplecol.rgb = samplecol.rgb * s;
sum += samplecol;
wsum += s;
}
sum.rgb /= wsum;
sum.a *= RCP_NUM_SAMPLES_F;
fragColor.a = sum.a;
fragColor.rgb = sum.rgb; // * outcol0.a;
}
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