This commit is contained in:
code002lover 2025-12-08 20:23:11 +01:00
parent aa8fb73c61
commit 7586133152

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@ -9,8 +9,8 @@ out vec4 FragColor;
float orb(vec3 p) { float orb(vec3 p) {
// orb time // orb time
float t = T * 4.; float t = T * 4.f;
return length(p - vec3(sin(sin(t * .2) + t * .4) * 6., 1. + sin(sin(t * .5) + t * .2) * 4., 12. + T + cos(t * .3) * 8.)); return length(p - vec3(sin(sin(t * .2f) + t * .4f) * 6.f, 1.f + sin(sin(t * .5f) + t * .2f) * 4.f, 12.f + T + cos(t * .3f) * 8.f));
} }
void mainImage(out vec4 o, vec2 u) { void mainImage(out vec4 o, vec2 u) {
@ -21,42 +21,41 @@ void mainImage(out vec4 o, vec2 u) {
u = (u + u - p.xy) / p.y; u = (u + u - p.xy) / p.y;
// camera movement // camera movement
u += vec2(cos(t * .1) * .3, cos(t * .3) * .1); u += vec2(cos(t * .1f) * .3f, cos(t * .3f) * .1f);
for(o *= i; i++ < 128.; for(o *= i; i++ < 128.f;
// accumulate distance // accumulate distance
d += s = min(.03 + .2 * abs(s), e = max(.5 * e, .01)), d += s = min(.03f + .2f * abs(s), e = max(.5f * e, .01f)),
// grayscale color and orb light // grayscale color and orb light
o += 1. / (s + e * 3.)) o += 1.f / (s + e * 3.f))
// noise loop start, march // noise loop start, march
for(p = vec3(u * d, d + t), // p = ro + rd *d, p.z + t; for(p = vec3(u * d, d + t), // p = ro + rd *d, p.z + t;
// entity (orb) // entity (orb)
e = orb(p) - .1, e = orb(p) - .1f,
// spin by t, twist by p.z // spin by t, twist by p.z
p.xy *= mat2(cos(.1 * t + p.z / 8. + vec4(0, 33, 11, 0))), p.xy *= mat2(cos(.1f * t + p.z / 8.f + vec4(0, 33, 11, 0))),
// mirrored planes 4 units apart // mirrored planes 4 units apart
s = 4. - abs(p.y), s = 4.f - abs(p.y),
// noise starts at .8 up to 32., grow by a+=a // noise starts at .8 up to 32., grow by a+=a
a = .8; a < 32.; a += a) a = .8f; a < 32.f; a += a)
// apply turbulence // apply turbulence
p += cos(.7 * t + p.yzx) * .2, p += cos(.7f * t + p.yzx) * .2f,
// apply noise // apply noise
s -= abs(dot(sin(.1 * t + p * a), .6 + p - p)) / a; s -= abs(dot(sin(.1f * t + p * a), .6f + p - p)) / a;
// tanh tonemap, brightness, light off-screen // tanh tonemap, brightness, light off-screen
o = tanh(o / 1e1); o = tanh(o / 1e1f);
} }
void main() { void main() {
mainImage(FragColor, gl_FragCoord.xy); mainImage(FragColor, gl_FragCoord.xy);
} }