/* _______________ +---------------------------------------------------------------------------------------+ //~~~~~~~~~~~~~\\ | a game by @ohsqueezy & @sleepin | //```````````````\\ | [ohsqueezy.itch.io] [instagram.com/sleepin] | //_0_0_0_0_0_0_0_0_\\ | | //_/_/_/_/___\_\_\_\_\\ | with code licensed for copy, modification and redistribution [git.nugget.fun/pudding] | //GGGUUUNNNKKKIIISSSSSS\\ | | //_/__/__/__/_\__\__\__\_\\ | 😀 Thank you for choosing Puddendo for your business 😀 | +---------------------------------------------------------------------------------------+ */ #version 130 #define TRANSFORMATION_NONE 0 #define TRANSFORMATION_SQUIRCLE 1 in vec2 fragment_uv; in vec3 ex_color; in float x_center_proximity; in vec3 original_coordinates; in vec3 clip_coordinates; uniform sampler2D pudding_texture; uniform int uv_transformation = TRANSFORMATION_NONE; uniform float coordinate_bound; /* [-coordinate_bound, coordinate_bound] arbitrary box coordinates to [-1, 1] normalized coordinates */ vec2 normalize_coordinates(vec2 coordinates) { return coordinates / coordinate_bound; } /* [-1, 1] box coordinates to [0, 1] UV coordinates */ vec2 coordinates_to_uv(vec2 coordinates) { return (coordinates + 1) / 2; } /* coordinates in circle with radius <= 1 to box coordinates in [-1, 1] */ vec2 circle_to_box(vec2 circle) { float u = circle.x; float v = circle.y; float u_sq = pow(u, 2); float v_sq = pow(v, 2); float rt_2 = sqrt(2); float x = .5 * sqrt(2 + 2 * u * rt_2 + u_sq - v_sq) - .5 * sqrt(2 - 2 * u * rt_2 + u_sq - v_sq); float y = .5 * sqrt(2 + 2 * v * rt_2 - u_sq + v_sq) - .5 * sqrt(2 - 2 * v * rt_2 - u_sq + v_sq); return vec2(x, y); } /* Apply color passed in from the vertex shader, compressing to one of 16 colors. Add retro effect * by alternately darkening and lightening 2x2 pixel areas in a checker pattern. Add shadowing by * brightening the color based on how near it is to the center in the X-dimension */ void retro() { vec3 shadowed = min(ex_color, 1.0); float dx = abs(floor(gl_FragCoord[0]) - 480) / 480.0; if (int(floor(gl_FragCoord[0] / 2) + floor(gl_FragCoord[1]) / 2) % 2 == 0) { gl_FragColor = vec4(shadowed * 1.2, 1); } else { gl_FragColor = vec4(shadowed * 0.7, 1); } gl_FragColor[0] = int(gl_FragColor[0] * 4) / 4.0; gl_FragColor[1] = int(gl_FragColor[1] * 4) / 4.0; gl_FragColor[2] = int(gl_FragColor[2] * 4) / 4.0; gl_FragColor *= x_center_proximity; } void main() { vec2 uv = fragment_uv; if (uv_transformation == TRANSFORMATION_SQUIRCLE) { vec2 normalized_circle_coordinates = normalize_coordinates(vec2(original_coordinates.x, original_coordinates.z)); uv = coordinates_to_uv(circle_to_box(normalized_circle_coordinates)); } gl_FragColor = texture(pudding_texture, uv); }