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78 /*** Uses noise / fbm apparatus from Clouds by iq on shadertoy ***/
float pi = 3.14159;
mat3 m = mat3( 0.0, 0.8, 0.60,
-0.80, 0.36, -0.48,
-0.60, -0.48, 0.64 );
float hash( float n )
{
return fract(sin(n)*43758.5453);
}
float noise( in vec3 x )
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
mix(mix( hash(n+113.0), hash(n+114.0),f.x),
mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
return 1.0 - sqrt(res);
}
float fbm( vec3 p )
{
float f;
f = 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.0130;
f += 0.1250*noise( p ); p = m*p*2.0370;
// enable smallest component for more wiggliness
// f += 0.0625*noise( p );
// f /= 0.9375
f /= 0.875;
return f;
}
float nat(in vec2 q, in float z, in float mx) {
return mx * noise(vec3(q, z)) + (1.0 - mx) * fbm(vec3(q, z));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 mouse = vec2(1.0 - iMouse.x / iResolution.x, 1.0 - iMouse.y / iResolution.y);
vec3 col = vec3 (0., 0., 0.);
float s = 1.0 / ((1.0 + mouse.y) * 45.0);
float fbmz = 1.0 + 0.01 * iTime;
vec2 p = (fragCoord.xy * s);
float as = (4.0 * (1.0 - mouse.y) + (3.0 * (1.0 - mouse.x))) + 7.5;
float pdir = nat(p, fbmz, mouse.x) * 2.0 * pi * as;
float d = as * 1.0 / length(iResolution);
vec2 dp = vec2(d*sin(pdir), d * cos(pdir));
vec2 q = p + dp;
vec2 q2 = p - dp;
float qdir = nat(q, fbmz, mouse.x) * 2.0 * pi * as;
pdir = nat(q2, fbmz, mouse.x) * 2.0 * pi * as;
vec2 c = (q2 + q) / 2.0;
float pql = length(q - q2);
float mdir = (pdir + qdir)/2.0;
float ddir = mod((qdir - pdir)/2.0, pi * 2.0);
float tdd = tan(ddir);
vec2 co = vec2(pql * sin(mdir) / tdd, pql * cos(mdir) / tdd);
float ro = length(q2 - c + co);
float rf = .25 + (0.2 * (1.0 - mouse.x));
if (ro < rf) {
col += normalize(vec3(cos(ro/ddir), 2.5 - sin((ro/rf) * pi/2.0), 0.9 - ro/rf/ddir));
col *= (1.0 - (ro/rf));
}
fragColor = vec4(col, 1.0);
}