uniform vec3 iResolution; // viewport resolution (in pixels) uniform float iTime; // shader playback time (in seconds) uniform vec4 iMouse; mat2 rot(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} const mat3 m3 = mat3(0.33338, 0.56034, -0.71817, -0.87887, 0.32651, -0.15323, 0.15162, 0.69596, 0.61339)*1.93; float mag2(vec2 p){return dot(p,p);} float linstep(in float mn, in float mx, in float x){ return clamp((x - mn)/(mx - mn), 0., 1.); } float prm1 = 0.; vec2 bsMo = vec2(0); vec2 disp(float t){ return vec2(sin(t*0.22)*1., cos(t*0.175)*1.)*2.; } vec2 map(vec3 p) { vec3 p2 = p; p2.xy -= disp(p.z).xy; p.xy *= rot(sin(p.z+iTime)*(0.1 + prm1*0.05) + iTime*0.09); float cl = mag2(p2.xy); float d = 0.; p *= .61; float z = 1.; float trk = 1.; float dspAmp = 0.1 + prm1*0.2; for(int i = 0; i < 5; i++) { p += sin(p.zxy*0.75*trk + iTime*trk*.8)*dspAmp; d -= abs(dot(cos(p), sin(p.yzx))*z); z *= 0.57; trk *= 1.4; p = p*m3; } d = abs(d + prm1*3.)+ prm1*.3 - 2.5 + bsMo.y; return vec2(d + cl*.2 + 0.25, cl); } vec4 render( in vec3 ro, in vec3 rd, float time ) { vec4 rez = vec4(0); const float ldst = 8.; vec3 lpos = vec3(disp(time + ldst)*0.5, time + ldst); float t = 1.5; float fogT = 0.; for(int i=0; i<130; i++) { if(rez.a > 0.99)break; vec3 pos = ro + t*rd; vec2 mpv = map(pos); float den = clamp(mpv.x-0.3,0.,1.)*1.12; float dn = clamp((mpv.x + 2.),0.,3.); vec4 col = vec4(0); if (mpv.x > 0.6) { col = vec4(sin(vec3(5.,0.4,0.2) + mpv.y*0.1 +sin(pos.z*0.4)*0.5 + 1.8)*0.5 + 0.5,0.08); col *= den*den*den; col.rgb *= linstep(4.,-2.5, mpv.x)*2.3; float dif = clamp((den - map(pos+.8).x)/9., 0.001, 1. ); dif += clamp((den - map(pos+.35).x)/2.5, 0.001, 1. ); col.xyz *= den*(vec3(0.005,.045,.075) + 1.5*vec3(0.033,0.07,0.03)*dif); } float fogC = exp(t*0.2 - 2.2); col.rgba += vec4(0.06,0.11,0.11, 0.1)*clamp(fogC-fogT, 0., 1.); fogT = fogC; rez = rez + col*(1. - rez.a); t += clamp(0.5 - dn*dn*.05, 0.09, 0.3); } return clamp(rez, 0.0, 1.0); } float getsat(vec3 c) { float mi = min(min(c.x, c.y), c.z); float ma = max(max(c.x, c.y), c.z); return (ma - mi)/(ma+ 1e-7); } //from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN) vec3 iLerp(in vec3 a, in vec3 b, in float x) { vec3 ic = mix(a, b, x) + vec3(1e-6,0.,0.); float sd = abs(getsat(ic) - mix(getsat(a), getsat(b), x)); vec3 dir = normalize(vec3(2.*ic.x - ic.y - ic.z, 2.*ic.y - ic.x - ic.z, 2.*ic.z - ic.y - ic.x)); float lgt = dot(vec3(1.0), ic); float ff = dot(dir, normalize(ic)); ic += 1.5*dir*sd*ff*lgt; return clamp(ic,0.,1.); } void main() { vec2 q = gl_FragCoord.xy/iResolution.xy; vec2 p = (gl_FragCoord.xy - 0.5*iResolution.xy)/iResolution.y; bsMo = (iMouse.xy - 0.5*iResolution.xy)/iResolution.y; float time = iTime*3.; vec3 ro = vec3(0,0,time); ro += vec3(sin(iTime)*0.5,sin(iTime*1.)*0.,0); float dspAmp = .85; ro.xy += disp(ro.z)*dspAmp; float tgtDst = 3.5; vec3 target = normalize(ro - vec3(disp(time + tgtDst)*dspAmp, time + tgtDst)); ro.x -= bsMo.x*2.; vec3 rightdir = normalize(cross(target, vec3(0,1,0))); vec3 updir = normalize(cross(rightdir, target)); rightdir = normalize(cross(updir, target)); vec3 rd=normalize((p.x*rightdir + p.y*updir)*1. - target); rd.xy *= rot(-disp(time + 3.5).x*0.2 + bsMo.x); prm1 = smoothstep(-0.4, 0.4,sin(iTime*0.3)); vec4 scn = render(ro, rd, time); vec3 col = scn.rgb; col = iLerp(col.bgr, col.rgb, clamp(1.-prm1,0.05,1.)); col = pow(col, vec3(.55,0.65,0.6))*vec3(1.,.97,.9); col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12)*0.7+0.3; //Vign gl_FragColor = vec4( col, 1.0 ); }