2025-12-08 20:23:11 +01:00

61 lines
1.5 KiB
GLSL

#version 300 es
precision highp float;
uniform vec3 iResolution;
uniform float iTime;
out vec4 FragColor;
#define T (iTime)
float orb(vec3 p) {
// orb time
float t = T * 4.f;
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) {
float d, a, e, i, s, t = T;
vec3 p = iResolution;
// scale coords
u = (u + u - p.xy) / p.y;
// camera movement
u += vec2(cos(t * .1f) * .3f, cos(t * .3f) * .1f);
for(o *= i; i++ < 128.f;
// accumulate distance
d += s = min(.03f + .2f * abs(s), e = max(.5f * e, .01f)),
// grayscale color and orb light
o += 1.f / (s + e * 3.f))
// noise loop start, march
for(p = vec3(u * d, d + t), // p = ro + rd *d, p.z + t;
// entity (orb)
e = orb(p) - .1f,
// spin by t, twist by p.z
p.xy *= mat2(cos(.1f * t + p.z / 8.f + vec4(0, 33, 11, 0))),
// mirrored planes 4 units apart
s = 4.f - abs(p.y),
// noise starts at .8 up to 32., grow by a+=a
a = .8f; a < 32.f; a += a)
// apply turbulence
p += cos(.7f * t + p.yzx) * .2f,
// apply noise
s -= abs(dot(sin(.1f * t + p * a), .6f + p - p)) / a;
// tanh tonemap, brightness, light off-screen
o = tanh(o / 1e1f);
}
void main() {
mainImage(FragColor, gl_FragCoord.xy);
}