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<root>­/­parties­/­2018­/­thegathering18­/­demo/fakenickerz_by_birdie.zip

File size:
5 457 230 bytes (5.20M)
File date:
2018-04-01 22:33:38
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all-time: 291

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Screenshot

Preview

  • 0001.png 52.05K
  • 0002.png 63.99K
  • 0003.png 58.91K
  • 0004.png 54.16K
  • 0005.png 60.85K
  • 0006.png 56.95K
  • 0007.png 55.58K
  • 0008.png 63.43K
  • 0009.png 67.21K
  • 0010.png 71.04K
  • 0011.png 64.93K
  • 0012.png 49.52K
  • bass.dll 105.06K
  • birdie.log 4.14K
  • black.png 22.83K
  • c64plasma.fs.txt 2.40K
  • c64rasterbar.fs.txt 5.80K
  • fakenickerz_-_birdie28.exe 31.00K
  • heat_shader.vs.txt 281B
  • heatmap.png 170.28K
  • sfml-audio-2.dll 50.50K
  • sfml-graphics-2.dll 731.00K
  • sfml-network-2.dll 101.50K
  • sfml-system-2.dll 39.00K
  • sfml-window-2.dll 67.00K
  • testrender3.mp3 3.15M
  • TopazPlus_a1200_v1.0.ttf 24.10K
  • white.png 22.40K

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;

    // Don't mind my code, it's dumb. But hey, it's my first GLSL script, yay! This is fun.
    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;

    //if (xy_final.x < 0.75)
    //{
   		// rasterbar(xy_final, 1, PALETTE_BLUE, PALETTE_BLUE, bar_0_pos, 1);
    	// rasterbar(xy_final, 1, PALETTE_GREEN, PALETTE_GREEN, bar_1_pos, 0.5);
        rasterbar(xy_final, 1, PALETTE_RED, PALETTE_BLUE, bar_1_pos, iSize);
    //}
    /*else
    {*/
        // rasterbar(xy_final, 0, PALETTE_RED, PALETTE_GREEN, bar_5_pos, 0.5);
        // rasterbar(xy_final, 0, PALETTE_GREEN, PALETTE_BLUE, bar_4_pos, 0.5);
        // rasterbar(xy_final, 0, PALETTE_RED, PALETTE_RED, bar_3_pos, 0.5);
    // }

    gl_FragColor = final_col;
}
// heat_shader.vs

#version 130

// Simple passthrough vertex shader... Nothing fancy here.
void main()
{
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
    gl_FrontColor = gl_Color;
}