#version 300 es precision highp float; uniform vec3 iResolution; uniform float iTime; out vec4 FragColor; // mix noise for alive animation, full source vec4 hash4(vec4 n) { return fract(sin(n) * 1399763.5453123f); } vec3 hash3(vec3 n) { return fract(sin(n) * 1399763.5453123f); } vec3 hpos(vec3 n) { return hash3(vec3(dot(n, vec3(157.0f, 113.0f, 271.0f)), dot(n, vec3(271.0f, 157.0f, 113.0f)), dot(n, vec3(113.0f, 271.0f, 157.0f)))); } float noise4q(vec4 x) { vec4 n3 = vec4(0, 0.25f, 0.5f, 0.75f); vec4 p2 = floor(x.wwww + n3); vec4 b = floor(x.xxxx + n3) + floor(x.yyyy + n3) * 157.0f + floor(x.zzzz + n3) * 113.0f; vec4 p1 = b + fract(p2 * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f); p2 = b + fract((p2 + 1.0f) * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f); vec4 f1 = fract(x.xxxx + n3); vec4 f2 = fract(x.yyyy + n3); f1 = f1 * f1 * (3.0f - 2.0f * f1); f2 = f2 * f2 * (3.0f - 2.0f * f2); vec4 n1 = vec4(0, 1.0f, 157.0f, 158.0f); vec4 n2 = vec4(113.0f, 114.0f, 270.0f, 271.0f); vec4 vs1 = mix(hash4(p1), hash4(n1.yyyy + p1), f1); vec4 vs2 = mix(hash4(n1.zzzz + p1), hash4(n1.wwww + p1), f1); vec4 vs3 = mix(hash4(p2), hash4(n1.yyyy + p2), f1); vec4 vs4 = mix(hash4(n1.zzzz + p2), hash4(n1.wwww + p2), f1); vs1 = mix(vs1, vs2, f2); vs3 = mix(vs3, vs4, f2); vs2 = mix(hash4(n2.xxxx + p1), hash4(n2.yyyy + p1), f1); vs4 = mix(hash4(n2.zzzz + p1), hash4(n2.wwww + p1), f1); vs2 = mix(vs2, vs4, f2); vs4 = mix(hash4(n2.xxxx + p2), hash4(n2.yyyy + p2), f1); vec4 vs5 = mix(hash4(n2.zzzz + p2), hash4(n2.wwww + p2), f1); vs4 = mix(vs4, vs5, f2); f1 = fract(x.zzzz + n3); f2 = fract(x.wwww + n3); f1 = f1 * f1 * (3.0f - 2.0f * f1); f2 = f2 * f2 * (3.0f - 2.0f * f2); vs1 = mix(vs1, vs2, f1); vs3 = mix(vs3, vs4, f1); vs1 = mix(vs1, vs3, f2); float r = dot(vs1, vec4(0.25f)); return r * r * (3.0f - 2.0f * r); } // body of a star float noiseSpere(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) { float b = dot(ray, pos); float c = dot(pos, pos) - b * b; vec3 r1 = vec3(0.0f); float s = 0.0f; float d = 0.03125f; float d2 = zoom / (d * d); float ar = 5.0f; for(int i = 0; i < 3; i++) { float rq = r * r; if(c < rq) { float l1 = sqrt(rq - c); r1 = ray * (b - l1) - pos; r1 = r1 * mr; s += abs(noise4q(vec4(r1 * d2 + subnoise * ar, anim * ar)) * d); } ar -= 2.0f; d *= 4.0f; d2 *= 0.0625f; r = r - r * 0.02f; } return s; } // glow ring float ring(vec3 ray, vec3 pos, float r, float size) { float b = dot(ray, pos); float c = dot(pos, pos) - b * b; float s = max(0.0f, (1.0f - size * abs(r - sqrt(c)))); return s; } // rays of a star float ringRayNoise(vec3 ray, vec3 pos, float r, float size, mat3 mr, float anim) { float b = dot(ray, pos); vec3 pr = ray * b - pos; float c = length(pr); pr *= mr; pr = normalize(pr); float s = max(0.0f, (1.0f - size * abs(r - c))); float nd = noise4q(vec4(pr * 1.0f, -anim + c)) * 2.0f; nd = pow(nd, 2.0f); float n = 0.4f; float ns = 1.0f; if(c > r) { n = noise4q(vec4(pr * 10.0f, -anim + c)); ns = noise4q(vec4(pr * 50.0f, -anim * 2.5f + c * 2.0f)) * 2.0f; } n = n * n * nd * ns; return pow(s, 4.0f) + s * s * n; } vec4 noiseSpace(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) { float b = dot(ray, pos); float c = dot(pos, pos) - b * b; vec3 r1 = vec3(0.0f); float s = 0.0f; float d = 0.0625f * 1.5f; float d2 = zoom / d; float rq = r * r; float l1 = sqrt(abs(rq - c)); r1 = (ray * (b - l1) - pos) * mr; r1 *= d2; s += abs(noise4q(vec4(r1 + subnoise, anim)) * d); s += abs(noise4q(vec4(r1 * 0.5f + subnoise, anim)) * d * 2.0f); s += abs(noise4q(vec4(r1 * 0.25f + subnoise, anim)) * d * 4.0f); //return s; return vec4(s * 2.0f, abs(noise4q(vec4(r1 * 0.1f + subnoise, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 6.0f, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 13.0f, anim)))); } float sphereZero(vec3 ray, vec3 pos, float r) { float b = dot(ray, pos); float c = dot(pos, pos) - b * b; float s = 1.0f; if(c < r * r) s = 0.0f; return s; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 p = (-iResolution.xy + 2.0f * fragCoord.xy) / iResolution.y; float time = iTime * 1.0f; float mx = time * 0.025f; float my = -0.6f; vec2 rotate = vec2(mx, my); vec2 sins = sin(rotate); vec2 coss = cos(rotate); mat3 mr = mat3(vec3(coss.x, 0.0f, sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(-sins.x, 0.0f, coss.x)); mr = mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, sins.y), vec3(0.0f, -sins.y, coss.y)) * mr; mat3 imr = mat3(vec3(coss.x, 0.0f, -sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(sins.x, 0.0f, coss.x)); imr = imr * mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, -sins.y), vec3(0.0f, sins.y, coss.y)); vec3 ray = normalize(vec3(p, 2.0f)); vec3 pos = vec3(0.0f, 0.0f, 3.0f); float s1 = noiseSpere(ray, pos, 1.0f, mr, 0.5f, vec3(0.0f), time); s1 = pow(min(1.0f, s1 * 2.4f), 2.0f); float s2 = noiseSpere(ray, pos, 1.0f, mr, 4.0f, vec3(83.23f, 34.34f, 67.453f), time); s2 = min(1.0f, s2 * 2.2f); fragColor = vec4(mix(vec3(1.0f, 1.0f, 0.0f), vec3(1.0f), pow(s1, 60.0f)) * s1, 1.0f); fragColor += vec4(mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 1.0f), pow(s2, 2.0f)), vec3(1.0f), pow(s2, 10.0f)) * s2, 1.0f); fragColor.xyz -= vec3(ring(ray, pos, 1.03f, 11.0f)) * 2.0f; fragColor = max(vec4(0.0f), fragColor); float s3 = ringRayNoise(ray, pos, 0.96f, 1.0f, mr, time); fragColor.xyz += mix(vec3(1.0f, 0.6f, 0.1f), vec3(1.0f, 0.95f, 1.0f), pow(s3, 3.0f)) * s3; float zero = sphereZero(ray, pos, 0.9f); if(zero > 0.0f) { vec4 s4 = noiseSpace(ray, pos, 100.0f, mr, 0.05f, vec3(1.0f, 2.0f, 4.0f), 0.0f); s4.x = pow(s4.x, 3.0f); fragColor.xyz += mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f), s4.y * 1.9f), vec3(0.9f, 1.0f, 0.1f), s4.w * 0.75f) * s4.x * pow(s4.z * 2.5f, 3.0f) * 0.2f * zero; } fragColor = max(vec4(0.0f), fragColor); fragColor = min(vec4(1.0f), fragColor); } void main() { mainImage(FragColor, gl_FragCoord.xy); }