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video-shader-toys/shaders/balatro-swirl/shader.slang
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added random seed
2026-05-08 13:38:27 +10:00

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float4 balatroSwirl(float2 screenSize, float2 screenCoords, float time, float seed)
{
const float pi = 3.14159265359;
float safeScreenLength = max(length(screenSize), 1.0);
float2 seedOffset = float2(sin(seed * 6.2831853), cos(seed * 6.2831853)) * 0.035;
float2 uv = (screenCoords - 0.5 * screenSize) / safeScreenLength - offset - seedOffset;
float uvLength = length(uv);
float speed = spinRotation * spinEase * 0.2;
if (isRotate)
speed = time * speed;
speed += 302.2 + seed * 6.2831853;
float newPixelAngle = atan2(uv.y, uv.x) + speed - spinEase * 20.0 * (spinAmount * uvLength + (1.0 - spinAmount));
float2 mid = (screenSize / safeScreenLength) * 0.5;
uv = float2(uvLength * cos(newPixelAngle) + mid.x, uvLength * sin(newPixelAngle) + mid.y) - mid;
uv *= 30.0;
speed = (time + seed * 17.0) * spinSpeed;
float2 uv2 = float2(uv.x + uv.y, uv.x + uv.y);
for (int i = 0; i < 5; ++i)
{
uv2 += float2(sin(max(uv.x, uv.y)), sin(max(uv.x, uv.y))) + uv;
uv += 0.5 * float2(cos(5.1123314 + 0.353 * uv2.y + speed * 0.131121), sin(uv2.x - 0.113 * speed));
float warp = cos(uv.x + uv.y) - sin(uv.x * 0.711 - uv.y);
uv -= float2(warp, warp);
}
float contrastMod = 0.25 * contrast + 0.5 * spinAmount + 1.2;
float paintRes = min(2.0, max(0.0, length(uv) * 0.035 * contrastMod));
float c1p = max(0.0, 1.0 - contrastMod * abs(1.0 - paintRes));
float c2p = max(0.0, 1.0 - contrastMod * abs(paintRes));
float c3p = 1.0 - min(1.0, c1p + c2p);
float light = (lighting - 0.2) * max(c1p * 5.0 - 4.0, 0.0) + lighting * max(c2p * 5.0 - 4.0, 0.0);
float safeContrast = max(contrast, 0.001);
float4 base = (0.3 / safeContrast) * colour1;
float4 paint = colour1 * c1p + colour2 * c2p + float4(c3p * colour3.rgb, c3p * colour1.a);
return base + (1.0 - 0.3 / safeContrast) * paint + float4(light, light, light, light);
}
float4 shadeVideo(ShaderContext context)
{
float2 screenSize = max(context.outputResolution, float2(1.0, 1.0));
float4 swirl = balatroSwirl(screenSize, context.uv * screenSize, context.time, context.startupRandom);
return saturate(lerp(swirl, context.sourceColor, sourceMix));
}