#ifdef GL_ES precision highp float; #endif uniform vec2 resolution; uniform vec2 mouse; uniform float time; uniform sampler2D backbuffer; const float PI = 3.14159265; const float angle = 60.; const float fov = angle * .5 / PI / 180.; const vec3 lightDir = normalize(vec3(-.5, .5, .5)); const vec3 ambient = vec3(-.5, .5, .5); vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} vec4 grad4(float j, vec4 ip){ const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); vec4 p,s; p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; p.w = 1.5 - dot(abs(p.xyz), ones.xyz); s = vec4(lessThan(p, vec4(0.0))); p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; return p; } float snoise(vec4 v){ const vec2 C = vec2( 0.138196601125010504, 0.309016994374947451); vec4 i = floor(v + dot(v, C.yyyy) ); vec4 x0 = v - i + dot(i, C.xxxx); vec4 i0; vec3 isX = step( x0.yzw, x0.xxx ); vec3 isYZ = step( x0.zww, x0.yyz ); i0.x = isX.x + isX.y + isX.z; i0.yzw = 1.0 - isX; i0.y += isYZ.x + isYZ.y; i0.zw += 1.0 - isYZ.xy; i0.z += isYZ.z; i0.w += 1.0 - isYZ.z; vec4 i3 = clamp( i0, 0.0, 1.0 ); vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); vec4 x1 = x0 - i1 + 1.0 * C.xxxx; vec4 x2 = x0 - i2 + 2.0 * C.xxxx; vec4 x3 = x0 - i3 + 3.0 * C.xxxx; vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; i = mod(i, 289.0); float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); vec4 j1 = permute( permute( permute( permute ( i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; vec4 p0 = grad4(j0, ip); vec4 p1 = grad4(j1.x, ip); vec4 p2 = grad4(j1.y, ip); vec4 p3 = grad4(j1.z, ip); vec4 p4 = grad4(j1.w, ip); vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; p4 *= taylorInvSqrt(dot(p4,p4)); vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); m0 = m0 * m0; m1 = m1 * m1; return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; } float random (in vec2 _uv){ return fract(sin(dot(_uv.xy,vec2(12.9898,78.233)))*43758.5453123); } float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} float noise(vec3 p){ vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } #define NUM_OCTAVES 5 float fbm(vec3 x){ float v = 0.0; float a = 0.5; vec3 shift = vec3(100); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(x); x = x * 2.0 + shift; a *= 0.5; } return v; } vec3 rotate(vec3 p, float angle, vec3 axis){ vec3 a = normalize(axis); float s = sin(angle); float c = cos(angle); float r = 1.0 - c; mat3 m = mat3( a.x * a.x * r + c, a.y * a.x * r + a.z * s, a.z * a.x * r - a.y * s, a.x * a.y * r - a.z * s, a.y * a.y * r + c, a.z * a.y * r + a.x * s, a.x * a.z * r + a.y * s, a.y * a.z * r - a.x * s, a.z * a.z * r + c ); return m * p; } float sdSphere(vec3 p, float s){ return length(p) - s; } vec2 distanceFunc(vec3 p){ float t = time * .2; float n = fbm(normalize(p) + t) * 6.; n = snoise(vec4(vec3(n) * .2, .1)); vec3 r = rotate(p, radians(time * 20.), vec3(1.)); float s = sdSphere(r, 1. + n * .5); return vec2(s); } vec3 getNormal(vec3 p){ vec3 d = vec3(.2, 0., 0.); return normalize(vec3( distanceFunc(p + d.xyy).x - distanceFunc(p - d.xyy).x, distanceFunc(p + d.yxy).x - distanceFunc(p - d.yxy).x, distanceFunc(p + d.yyx).x - distanceFunc(p - d.yyx).x )); } void main(){ vec3 lightDir = normalize(vec3(sin(time * 20.), cos(time * 20.), 1.)); vec2 uv = (gl_FragCoord.xy * 2. - resolution) / min(resolution.x, resolution.y); vec2 tUv = gl_FragCoord.xy / resolution; vec3 ray = normalize(vec3(sin(fov) * uv.x, sin(fov) * uv.y, -cos(fov))); vec2 d = vec2(0.); vec2 rLen = vec2(0.); vec3 cPos = vec3(.0, .0, 1.); vec3 rPos = cPos; for(int i = 0; i < 12; i++){ d = distanceFunc(rPos); rLen += d; rPos = cPos + ray * vec3(rLen, 1.); } vec3 normal = getNormal(rPos); float diffuse = max(dot(lightDir, normal), 0.); float specular = max(dot(normal, lightDir), 0.); specular = pow(specular, 2.); vec3 ambientColor = min(ambient + diffuse, 1.); float dot = dot(vec3(.0), normal); float value = cos(dot * PI * 16.); float r1 = random(vec2(time)); vec3 fCol = vec3(.7); vec3 nCol1 = vec3(normal.z * 1., normal.z * 10., normal.z * (4. - sin(time * .5))); vec3 nCol2 = vec3(normal.z * 2., normal.z * 1., normal.z * (2. - sin(time * .5))) * (cos(time * .7) + 1.); vec3 col = nCol1 * nCol2 * fCol; col *= smoothstep(.01, .1, value); col = abs(col - .01) * 6.; col = col + (random(normal.yz) * .1); vec3 dest = (.8 - col + vec3(specular)) * .2; gl_FragColor = (vec4(dest, 1.) + (texture2D(backbuffer, tUv) * .9)) * 1.; }