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<root>­/­parties­/­2018­/­birdie18­/­demo/168-fakenickerz-_____2018.zip

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10 828 018 bytes (10.33M)
File date:
2018-05-13 13:38:03
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all-time: 237

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  • bb_ass/black.png 24.93K
  • bb_ass/c64plasma.fs.txt 2.40K
  • bb_ass/c64rasterbar.fs.txt 5.26K
  • bb_ass/heatmap.png 170.28K
  • bb_ass/invitro.ogg 5.77M
  • bb_ass/invitro.xmp 6.41K
  • bb_ass/noise.png 1.81M
  • bb_ass/passthrough.vs.txt 203B
  • bb_ass/rgb.fs.txt 2.43K
  • bb_ass/static.ogg 318.67K
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  • bb_ass/TopazPlus_a1200_v1.0.ttf 24.10K
  • bb_ass/tvstatic.fs.txt 3.88K
  • bbinvitro.exe 36.00K
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file_id.diz

// 2D plasma in C64 graphics style
//
// Version 1.0 (2013-03-31)
// Simon Stelling-de San Antonio

// #version 130

uniform float iTime;

void main()
{
    float camtime = 1.23*iTime;
	vec2 iResolution = vec2(1280, 720);
	vec4 fragCoord = gl_FragCoord;
	
    vec2 p = fragCoord.xy / iResolution.xy;
    p.y = 1.0 - p.y;
    p *= 200.0;
    p.x *= (iResolution.x / iResolution.y);
    p.x /= 2.0;
    p = floor(p);
    p.x *= 2.0;
    float a = p.x+30.0*sin(p.x/21.0 + 0.3*sin(0.4*camtime))+20.0*cos(p.y/19.0 + 0.2*cos(0.6*camtime))-160.0;
    float b = p.y+30.0*cos(p.y/18.0 + 0.4*sin(0.7*camtime))+20.0*sin(p.x/16.0 + 0.5*cos(0.7*camtime))- 97.0;
    float e = floor((length(vec2(a,b))
              +4.0*mod(floor((p.x+p.y+p.y)/2.0),2.0))/13.0);
    float c;
    if        (e ==  0.0) { c =  9.0;
    } else if (e ==  1.0) { c =  2.0;
    } else if (e ==  2.0) { c =  8.0;
    } else if (e ==  3.0) { c = 10.0;
    } else if (e ==  4.0) { c = 15.0;
    } else if (e ==  5.0) { c =  7.0;
    } else if (e ==  6.0) { c =  1.0;
    } else if (e ==  7.0) { c = 13.0;
    } else if (e ==  8.0) { c =  3.0;
    } else if (e ==  9.0) { c = 14.0;
    } else if (e == 10.0) { c =  4.0;
    } else if (e == 11.0) { c =  6.0;
    } else if (e == 12.0) { c =  0.0;
    } else if (e == 13.0) { c = 11.0;
    } else if (e == 14.0) { c =  5.0;
    } else                { c = 12.0;
    }
    vec3 col;
    if        (c ==  0.0) { col = vec3(0.0);
    } else if (c ==  1.0) { col = vec3(0.0);
    } else if (c ==  2.0) { col = vec3(137.0,  64.0,  54.0)/256.0;
    } else if (c ==  3.0) { col = vec3(122.0, 191.0, 199.0)/256.0;
    } else if (c ==  4.0) { col = vec3(138.0,  70.0, 174.0)/256.0;
    } else if (c ==  5.0) { col = vec3(104.0, 169.0,  65.0)/256.0;
    } else if (c ==  6.0) { col = vec3( 62.0,  49.0, 162.0)/256.0;
    } else if (c ==  7.0) { col = vec3(208.0, 220.0, 113.0)/256.0;
    } else if (c ==  8.0) { col = vec3(144.0,  95.0,  37.0)/256.0;
    } else if (c ==  9.0) { col = vec3( 92.0,  71.0,   0.0)/256.0;
    } else if (c == 10.0) { col = vec3(187.0, 119.0, 109.0)/256.0;
    } else if (c == 11.0) { col = vec3( 85.0,  85.0,  85.0)/256.0;
    } else if (c == 12.0) { col = vec3(128.0, 128.0, 128.0)/256.0;
    } else if (c == 13.0) { col = vec3(172.0, 234.0, 136.0)/256.0;
    } else if (c == 14.0) { col = vec3(124.0, 112.0, 218.0)/256.0;
    } else                { col = vec3(171.0, 171.0, 171.0)/256.0;
    }
    
	gl_FragColor = vec4(col,1.0);
}
// #version 130

uniform float iTime;
uniform float iSize;

// Variables
vec4 final_col = vec4(0.0); // <-- Fixed according to the suggestion by user inferno

// Color palette arrays
// Not sure how accurate they are but whatever, looks enough C64'ish to me
vec4 PALETTE_RED[4];
vec4 PALETTE_GREEN[4];
vec4 PALETTE_BLUE[4];
void buildPalette()
{
    // Red color palette
    PALETTE_RED[0] = vec4( 0.533, 0.223, 0.196, 1.0);
    PALETTE_RED[1] = vec4( 0.721, 0.411, 0.384, 1.0);
    PALETTE_RED[2] = vec4( 0.749, 0.807, 0.447, 1.0);
    PALETTE_RED[3] = vec4( 1.000, 1.000, 1.000, 1.0);
    // Green color palette
    PALETTE_GREEN[0] = vec4( 0.333, 0.627, 0.286, 1.0);
    PALETTE_GREEN[1] = vec4( 0.580, 0.878, 0.537, 1.0);
    PALETTE_GREEN[2] = vec4( 0.749, 0.807, 0.447, 1.0);
    PALETTE_GREEN[3] = vec4( 1.000, 1.000, 1.000, 1.0);
    // Blue color palette
    PALETTE_BLUE[0] = vec4( 0.250, 0.192, 0.552, 1.0);
    PALETTE_BLUE[1] = vec4( 0.470, 0.411, 0.768, 1.0);
    PALETTE_BLUE[2] = vec4( 0.403, 0.713, 0.741, 1.0);
    PALETTE_BLUE[3] = vec4( 0.000, 0.000, 0.000, 1.0);
}

vec4 rasterline(in vec2 xy, in int axis, in vec4 line_color, in float raster_size, in float line_pos, in float line_offset)
{
    float line_pos_final = line_pos + (line_offset);
    float line_pos_max = line_pos_final + raster_size;
    float line_pos_min = line_pos_final - raster_size;

    if (axis == 0 && xy.x < line_pos_max && xy.x > line_pos_min)
    {
        return line_color;
    }

    if (axis == 1 && xy.y < line_pos_max && xy.y > line_pos_min)
    {
        return line_color;
    }

    return vec4(0.0);
}

void rasterbar(in vec2 xy, in int axis, in vec4 palette_0[4], in vec4 palette_1[4], in float bar_pos, in float size_0)
{
    // Lol, I'm new to GLSL so I just dealt with my lack of knowledge and hardcoded this...
    // This kinda loses it's point if I do it this way though. :( Maybe I'll figure this out later...
    final_col += rasterline(xy, axis, palette_0[0], 0.015 * size_0, bar_pos, 0.2300 * size_0);
    final_col += rasterline(xy, axis, palette_0[1], 0.005 * size_0, bar_pos, 0.2100 * size_0);
    final_col += rasterline(xy, axis, palette_0[0], 0.005 * size_0, bar_pos, 0.2000 * size_0);
    final_col += rasterline(xy, axis, palette_0[1], 0.015 * size_0, bar_pos, 0.1800 * size_0);
    final_col += rasterline(xy, axis, palette_0[0], 0.005 * size_0, bar_pos, 0.1600 * size_0);
    final_col += rasterline(xy, axis, palette_0[1], 0.015 * size_0, bar_pos, 0.1400 * size_0);
    final_col += rasterline(xy, axis, palette_0[2], 0.005 * size_0, bar_pos, 0.1200 * size_0);
    final_col += rasterline(xy, axis, palette_0[1], 0.005 * size_0, bar_pos, 0.1100 * size_0);
    final_col += rasterline(xy, axis, palette_0[2], 0.015 * size_0, bar_pos, 0.0900 * size_0);
    final_col += rasterline(xy, axis, palette_0[3], 0.005 * size_0, bar_pos, 0.0700 * size_0);
    final_col += rasterline(xy, axis, palette_0[2], 0.005 * size_0, bar_pos, 0.0600 * size_0);
    final_col += rasterline(xy, axis, palette_0[3], 0.005 * size_0, bar_pos, 0.0500 * size_0);
    final_col += rasterline(xy, axis, palette_0[2], 0.005 * size_0, bar_pos, 0.0400 * size_0);
    final_col += rasterline(xy, axis, palette_0[3], 0.020 * size_0, bar_pos, 0.0200 * size_0);

    final_col += rasterline(xy, axis, palette_1[0], 0.015 * size_0, bar_pos, -0.2300 * size_0);
    final_col += rasterline(xy, axis, palette_1[1], 0.005 * size_0, bar_pos, -0.2100 * size_0);
    final_col += rasterline(xy, axis, palette_1[0], 0.005 * size_0, bar_pos, -0.2000 * size_0);
    final_col += rasterline(xy, axis, palette_1[1], 0.015 * size_0, bar_pos, -0.1800 * size_0);
    final_col += rasterline(xy, axis, palette_1[0], 0.005 * size_0, bar_pos, -0.1600 * size_0);
    final_col += rasterline(xy, axis, palette_1[1], 0.015 * size_0, bar_pos, -0.1400 * size_0);
    final_col += rasterline(xy, axis, palette_1[2], 0.005 * size_0, bar_pos, -0.1200 * size_0);
    final_col += rasterline(xy, axis, palette_1[1], 0.005 * size_0, bar_pos, -0.1100 * size_0);
    final_col += rasterline(xy, axis, palette_1[2], 0.015 * size_0, bar_pos, -0.0900 * size_0);
    final_col += rasterline(xy, axis, palette_1[3], 0.005 * size_0, bar_pos, -0.0700 * size_0);
    final_col += rasterline(xy, axis, palette_1[2], 0.005 * size_0, bar_pos, -0.0600 * size_0);
    final_col += rasterline(xy, axis, palette_1[3], 0.005 * size_0, bar_pos, -0.0500 * size_0);
    final_col += rasterline(xy, axis, palette_1[2], 0.005 * size_0, bar_pos, -0.0400 * size_0);
    final_col += rasterline(xy, axis, palette_1[3], 0.020 * size_0, bar_pos, -0.0200 * size_0);
}

void main()
{
	vec2 iResolution = vec2(1280, 720);
	vec4 fragCoord = gl_FragCoord;

    buildPalette();
    float aspectRatio = iResolution.x / iResolution.y;
    vec2 xy_norm;
	xy_norm.x = (fragCoord.x / iResolution.x) * aspectRatio;
    xy_norm.y = fragCoord.y / iResolution.y;
    vec2 xy_final = -1.0 + 2.0 * xy_norm;

	float mid = -0.15;
	
    float bar_1_pos = 0.1 * cos(xy_final.x + iTime * 5.0);
    float bar_2_pos = 0.1 * sin(xy_final.y + iTime * 2.5) - 0.625;
    float bar_3_pos = 0.1 * cos((xy_final.y * 2.5) + iTime * 5.0) + 2.25;
    float bar_4_pos = 0.1 * cos(iTime * 5.0) + 1.75;
    float bar_5_pos = 0.25 * cos((xy_final.x * 2.0) + iTime * 2.5) + 1.125;

    rasterbar(xy_final, 1, PALETTE_RED, PALETTE_BLUE, bar_1_pos, iSize);

    gl_FragColor = final_col;
}
// #version 140

void main()
{
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
    gl_FrontColor = gl_Color;
}/*
 * MIT License
 * Copyright © Etienne 'Eethe' Orlhac
 * 07/08/2015
 *
 * Permission is hereby granted, free of charge, to any person obtaining 
 * a copy of this software and associated documentation files (the “Software”), 
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 
 * and/or sell copies of the Software, and to permit persons to whom the Software 
 * is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included
 * in all copies or substantial portions of the Software.
 * 
 * The Software is provided “as is”, without warranty of any kind, 
 * express or implied, including but not limited to the warranties of merchantability, 
 * fitness for a particular purpose and noninfringement. In no event shall the authors 
 * or copyright holders be liable for any claim, damages or other liability, whether in an 
 * action of contract, tort or otherwise, arising from, out of or in connection with 
 * the software or the use or other dealings in the Software.
 */

#define AMPLITUDE 0.0085
#define SPEED 0.01

uniform float iTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;

vec4 rgbShift( in vec2 p , in vec4 shift) {
    shift *= 2.0*shift.w - 1.0;
    vec2 rs = vec2(shift.x,-shift.y);
    vec2 gs = vec2(shift.y,-shift.z);
    vec2 bs = vec2(shift.z,-shift.x);
    
    float r = texture2D(iChannel0, p+rs, 0.0).x;
    float g = texture2D(iChannel0, p+gs, 0.0).y;
    float b = texture2D(iChannel0, p+bs, 0.0).z;
    
    return vec4(r,g,b,1.0);
}

vec4 noise( in vec2 p ) {
    return texture2D(iChannel1, p, 0.0);
}

vec4 vec4pow( in vec4 v, in float p ) {
    // Don't touch alpha (w), we use it to choose the direction of the shift
    // and we don't want it to go in one direction more often than the other
    return vec4(pow(v.x,p),pow(v.y,p),pow(v.z,p),v.w); 
}

void main()
{
    vec2 iResolution = vec2(1280.0, 720.0);
    vec4 fragCoord = gl_FragCoord;

	vec2 p = fragCoord.xy / iResolution.xy;
    vec4 c = vec4(0.0,0.0,0.0,1.0);
    
    // Elevating shift values to some high power (between 8 and 16 looks good)
    // helps make the stuttering look more sudden
    vec4 shift = vec4pow(noise(vec2(SPEED*iTime,2.0*SPEED*iTime/25.0 )),8.0)
        		*vec4(AMPLITUDE,AMPLITUDE,AMPLITUDE,1.0);;
    
    c += rgbShift(p, shift);
    
    gl_FragColor = c;
}// change these values to 0.0 to turn off individual effects
float vertJerkOpt = 1.0;
float vertMovementOpt = 2.0;
float bottomStaticOpt = 5.0;
float scalinesOpt = 1.0;
float rgbOffsetOpt = 1.0;
float horzFuzzOpt = 1.0;

uniform float iTime;
uniform sampler2D iChannel0;
// uniform float bottomStaticOpt;

// Noise generation functions borrowed from: 
// https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl

vec3 mod289(vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec2 mod289(vec2 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec3 permute(vec3 x) {
  return mod289(((x*34.0)+1.0)*x);
}

float snoise(vec2 v)
  {
  const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
                      0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
                     -0.577350269189626,  // -1.0 + 2.0 * C.x
                      0.024390243902439); // 1.0 / 41.0
// First corner
  vec2 i  = floor(v + dot(v, C.yy) );
  vec2 x0 = v -   i + dot(i, C.xx);

// Other corners
  vec2 i1;
  //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
  //i1.y = 1.0 - i1.x;
  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  // x0 = x0 - 0.0 + 0.0 * C.xx ;
  // x1 = x0 - i1 + 1.0 * C.xx ;
  // x2 = x0 - 1.0 + 2.0 * C.xx ;
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;

// Permutations
  i = mod289(i); // Avoid truncation effects in permutation
  vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
		+ i.x + vec3(0.0, i1.x, 1.0 ));

  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
  m = m*m ;
  m = m*m ;

// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)

  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;

// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );

// Compute final noise value at P
  vec3 g;
  g.x  = a0.x  * x0.x  + h.x  * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}

float staticV(vec2 uv) {
    float staticHeight = snoise(vec2(9.0,iTime*1.2+3.0))*0.3+5.0;
    float staticAmount = snoise(vec2(1.0,iTime*1.2-6.0))*0.1+0.3;
    float staticStrength = snoise(vec2(-9.75,iTime*0.6-3.0))*2.0+2.0;
	return (1.0-step(snoise(vec2(5.0*pow(iTime,2.0)+pow(uv.x*7.0,1.2),pow((mod(iTime,100.0)+100.0)*uv.y*0.3+3.0,staticHeight))),staticAmount))*staticStrength;
}

void main()
{

    vec2 iResolution = vec2(1280, 720);    
	vec2 uv =  gl_FragCoord.xy/iResolution.xy;
	
	float jerkOffset = (1.0-step(snoise(vec2(iTime*1.3,5.0)),0.8))*0.05;
	
	float fuzzOffset = snoise(vec2(iTime*15.0,uv.y*80.0))*0.003;
	float largeFuzzOffset = snoise(vec2(iTime*1.0,uv.y*25.0))*0.004;
    
    float vertMovementOn = (1.0-step(snoise(vec2(iTime*0.2,8.0)),0.4))*vertMovementOpt;
    float vertJerk = (1.0-step(snoise(vec2(iTime*1.5,5.0)),0.6))*vertJerkOpt;
    float vertJerk2 = (1.0-step(snoise(vec2(iTime*5.5,5.0)),0.2))*vertJerkOpt;
    float yOffset = abs(sin(iTime)*4.0)*vertMovementOn+vertJerk*vertJerk2*0.3;
    float y = mod(uv.y+yOffset,1.0);
    
	
	float xOffset = (fuzzOffset + largeFuzzOffset) * horzFuzzOpt;
    
    float staticVal = 0.0;
   
    for (float y = -1.0; y <= 1.0; y += 1.0) {
        float maxDist = 5.0/200.0;
        float dist = y/200.0;
    	staticVal += staticV(vec2(uv.x,uv.y+dist))*(maxDist-abs(dist))*1.5;
    }
        
    staticVal *= bottomStaticOpt;
	
	float red 	=   texture2D(	iChannel0, 	vec2(uv.x + xOffset -0.01*rgbOffsetOpt,y)).r+staticVal;
	float green = 	texture2D(	iChannel0, 	vec2(uv.x + xOffset,	  y)).g+staticVal;
	float blue 	=	texture2D(	iChannel0, 	vec2(uv.x + xOffset +0.01*rgbOffsetOpt,y)).b+staticVal;
	
	vec3 color = vec3(red,green,blue);
	float scanline = sin(uv.y*800.0)*0.04*scalinesOpt;
	color -= scanline;
	
	gl_FragColor = vec4(color,1.0);
}