Files
OpenGLComputeShader/Shaders/Compute.glsl
2025-11-08 19:01:17 +01:00

32 lines
956 B
GLSL

#version 460 core
layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
layout(local_size_x = 16, local_size_y = 16) in;
void main()
{
ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
if (pixelCoord.x >= imageSize(outputImage).x || pixelCoord.y >= imageSize(outputImage).y)
return;
ivec2 texSize = imageSize(outputImage);
vec2 fTexSize = vec2(texSize);
vec2 normalizedCoord = vec2(pixelCoord) / vec2(texSize);
vec4 O = vec4(0, 0, 0, 1);
vec2 I = vec2(pixelCoord);
float iTime = 2.2;
float i = 0.0, t=iTime;
O *= i;
for(vec2 a=fTexSize.xy, p=(I+I-a)/a.y; i++<20.;
O += (cos(sin(i*.2+t)*vec4(0,4,3,1))+2.)
/(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05)))
a.x = abs(a = (fract(.2*t+.3*p*i*mat2(cos(cos(.2*t+.2*i)+vec4(0,11,33,0))))-.5)).x;
O = tanh(O*O/2e5);
vec4 color = vec4(normalizedCoord, 0.0, 1.0);
imageStore(outputImage, pixelCoord, O);
}