uniform vec3 iResolution; // viewport resolution (in pixels) uniform float iTime; // shader playback time (in seconds) uniform vec4 iMouse; #define time iTime mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} mat2 m2 = mat2(0.95534, 0.29552, -0.29552, 0.95534); float tri(in float x){return clamp(abs(fract(x)-.5),0.01,0.49);} vec2 tri2(in vec2 p){return vec2(tri(p.x)+tri(p.y),tri(p.y+tri(p.x)));} float triNoise2d(in vec2 p, float spd) { float z=1.8; float z2=2.5; float rz = 0.; p *= mm2(p.x*0.06); vec2 bp = p; for (float i=0.; i<5.; i++ ) { vec2 dg = tri2(bp*1.85)*.75; dg *= mm2(time*spd); p -= dg/z2; bp *= 1.3; z2 *= .45; z *= .42; p *= 1.21 + (rz-1.0)*.02; rz += tri(p.x+tri(p.y))*z; p*= -m2; } return clamp(1./pow(rz*29., 1.3),0.,.55); } float hash21(in vec2 n){ return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } vec4 aurora(vec3 ro, vec3 rd) { vec4 col = vec4(0); vec4 avgCol = vec4(0); for(float i=0.;i<50.;i++) { float of = 0.006*hash21(gl_FragCoord.xy)*smoothstep(0.,15., i); float pt = ((.8+pow(i,1.4)*.002)-ro.y)/(rd.y*2.+0.4); pt -= of; vec3 bpos = ro + pt*rd; vec2 p = bpos.zx; float rzt = triNoise2d(p, 0.06); vec4 col2 = vec4(0,0,0, rzt); col2.rgb = (sin(1.-vec3(2.15,-.5, 1.2)+i*0.043)*0.5+0.5)*rzt; avgCol = mix(avgCol, col2, .5); col += avgCol*exp2(-i*0.065 - 2.5)*smoothstep(0.,5., i); } col *= (clamp(rd.y*15.+.4,0.,1.)); //return clamp(pow(col,vec4(1.3))*1.5,0.,1.); //return clamp(pow(col,vec4(1.7))*2.,0.,1.); //return clamp(pow(col,vec4(1.5))*2.5,0.,1.); //return clamp(pow(col,vec4(1.8))*1.5,0.,1.); //return smoothstep(0.,1.1,pow(col,vec4(1.))*1.5); return col*1.8; //return pow(col,vec4(1.))*2. } //-------------------Background and Stars-------------------- vec3 nmzHash33(vec3 q) { uvec3 p = uvec3(ivec3(q)); p = p*uvec3(374761393U, 1103515245U, 668265263U) + p.zxy + p.yzx; p = p.yzx*(p.zxy^(p >> 3U)); return vec3(p^(p >> 16U))*(1.0/vec3(0xffffffffU)); } vec3 stars(in vec3 p) { vec3 c = vec3(0.); float res = iResolution.x*1.; for (float i=0.;i<4.;i++) { vec3 q = fract(p*(.15*res))-0.5; vec3 id = floor(p*(.15*res)); vec2 rn = nmzHash33(id).xy; float c2 = 1.-smoothstep(0.,.6,length(q)); c2 *= step(rn.x,.0005+i*i*0.001); c += c2*(mix(vec3(1.0,0.49,0.1),vec3(0.75,0.9,1.),rn.y)*0.1+0.9); p *= 1.3; } return c*c*.8; } vec3 bg(in vec3 rd) { float sd = dot(normalize(vec3(-0.5, -0.6, 0.9)), rd)*0.5+0.5; sd = pow(sd, 5.); vec3 col = mix(vec3(0.05,0.1,0.2), vec3(0.1,0.05,0.2), sd); return col*.63; } //----------------------------------------------------------- void main() { vec2 q = gl_FragCoord.xy / iResolution.xy; vec2 p = q - 0.5; p.x*=iResolution.x/iResolution.y; vec3 ro = vec3(0,0,-6.7); vec3 rd = normalize(vec3(p,1.3)); vec2 mo = iMouse.xy / iResolution.xy-.5; mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.1):mo; mo.x *= iResolution.x/iResolution.y; rd.yz *= mm2(mo.y); rd.xz *= mm2(mo.x + sin(time*0.05)*0.2); vec3 col = vec3(0.); vec3 brd = rd; float fade = smoothstep(0.,0.01,abs(brd.y))*0.1+0.9; col = bg(rd)*fade; if (rd.y > 0.){ vec4 aur = smoothstep(0.,1.5,aurora(ro,rd))*fade; col += stars(rd); col = col*(1.-aur.a) + aur.rgb; } else //Reflections { rd.y = abs(rd.y); col = bg(rd)*fade*0.6; vec4 aur = smoothstep(0.0,2.5,aurora(ro,rd)); col += stars(rd)*0.1; col = col*(1.-aur.a) + aur.rgb; vec3 pos = ro + ((0.5-ro.y)/rd.y)*rd; float nz2 = triNoise2d(pos.xz*vec2(.5,.7), 0.); col += mix(vec3(0.2,0.25,0.5)*0.08,vec3(0.3,0.3,0.5)*0.7, nz2*0.4); } gl_FragColor = vec4(col, 1.); }