dotfiles/scripts/wlbg/src/bg_frag.glsl

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#version 430
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uniform float time;
in vec2 fragCoord;
out vec4 fragColor;
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// shader: https://www.shadertoy.com/view/XfXXWj
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#define iResolution vec3(1.)
#define R(p,a,r)mix(a*dot(p,a),p,cos(r))+sin(r)*cross(p,a)
#define H(h)(cos((h)*6.3+vec3(23,43,21))*.5+.5)
#define OCTAVES 6
float random(vec2 p) {
return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float cheap_star(vec2 uv, float anim) {
uv = abs(uv);
vec2 pos = min(uv.xy / uv.yx, anim);
float p = (2.0 - pos.x - pos.y);
return (2.0 + p * (p * p - 1.5)) / (uv.x + uv.y);
}
float noise(vec2 p) {
vec2 s = floor(p);
float a = random(s);
float b = random(s + vec2(1.0, 0.0));
float c = random(s + vec2(0.0, 1.0));
float d = random(s + vec2(1.0, 1.0));
vec2 f = smoothstep(0.0, 1.0, fract(p));
float ab = mix(a, b, f.x);
float cd = mix(c, d, f.x);
float o = mix(ab, cd, f.y);
return o;
}
#define pi 3.14159265358
#define tpi (2.0*pi)
#define pi_6 pi/6.0
vec3 sebs_colors(float offset, float speed) {
return 1.0 - sin(offset + speed * time * vec3(3.0, 7.0, 11.0) / pi_6);
}
float circle(vec2 uv, float angle, float radius, vec2 wiggle) {
return 0.0025 / abs(length(uv) - radius + wiggle[0] * sin(time * 0.1) * sin(10.0 * (angle - 0.5 * time) + wiggle[1]));
}
float fractal(vec2 p) {
float o = 0.0;
float strength = 0.5;
vec2 position = p;
for (int i = 0; i < OCTAVES; i++) {
o += noise(position) * strength;
position *= 2.0;
strength *= 0.5;
}
// attempt to fix darkness issues
o /= 1.0 - 0.5 * pow(0.5, float(OCTAVES - 1));
return o;
}
vec2 computeNext(vec2 current, vec2 constant) {
float zr = (current.x * current.x) - (current.y * current.y);
float zi = 2.0 * current.x * current.y;
return vec2(zr, zi) + constant;
}
float mod2(vec2 z) {
return z.x * z.x + z.y * z.y;
}
float computeIterations(vec2 z0, vec2 constant, float max_iterations) {
vec2 zn = z0;
float iteration = 0.;
while (length(zn) < 2. && iteration < max_iterations) {
zn = computeNext(zn, constant);
iteration++;
}
float mod2 = length(zn);
float smoothf = float(iteration) - log2(max(1., log2(mod2)));
return smoothf;
}
vec3 getColor(float it, float maxIt) {
return (vec3(it / maxIt));
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}
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void main() {
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vec2 C = fragCoord + vec2(.5);
vec4 O = vec4(0);
O = vec4(0);
vec2 uv = (2.0 * C - iResolution.xy) / iResolution.y;
uv *= .1;
float max_Iterations = 80.;
float uTime = pow(sin(time * 0.2), 3.) * .03 - 1.313;
//float uTime = -1.313;
uv *= sin(time * 0.2) + 2.;
vec2 uConstant = (vec2(-abs(-sin(uTime)), (cos(uTime))));
float color = computeIterations(uv, uConstant, max_Iterations);
vec3 col = vec3(getColor(color, max_Iterations));
col = vec3(pow(col.x, .7));
col.z = 0.;
col += vec3(0, 0, .5);
col *= vec3(1.3, 1, 1);
vec3 color2 = vec3(0.0);
float angle = pi * mod(atan(uv.x, uv.y) / tpi, 1.0);
for (float i = 1.0; i < 10.0; i++)
{
color2 += sebs_colors(0.0, 25.0) * circle(uv, angle + 3.0 * pi_6, i / 7.0, vec2(i, i));
}
vec3 natur, q, r = iResolution,
d = normalize(vec3((C * 2. - r.xy) / r.y, 1));
for (float i = 0., a, s, e, g = 0.;
++i < 110.;
O.xyz += mix(vec3(1), H(g * .1), sin(.8)) * 1. / e / 8e3
)
{
natur = g * d;
float c23 = fractal(natur.xy);
natur.z += time * 0.0;
a = 30. + c23;
natur = mod(natur - a, a * 2.) - a;
s = 3.;
for (int i = 0; i++ < 8; ) {
natur = .3 - abs(natur);
natur.x < natur.z ? natur = natur.zyx : natur;
natur.y < natur.z ? natur = natur.zyx : natur;
natur.z < natur.x ? natur = natur.yxz : natur;
s *= e = 1.4 + sin(time * .234) * .1;
natur = abs(natur) * e -
vec3(
5. + atan(time * .3 + .5 * +cos(time * .3)) * 3.,
80,
3. + atan(time * .5) * 5.
) * col;
}
g += e = length(natur.yz) / s;
}
uv *= 2.0 * (cos(time * 2.0) - 2.5);
// anim between 0.9 - 1.1
float anim = sin(time * 12.0) * 0.1 + 1.0;
O *= vec4(cheap_star(uv, anim) * vec3(0.55, 0.5, 0.55) * 3., 1.0);
fragColor = O;
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}