wlbg: swap shader

This commit is contained in:
LordMZTE 2023-10-28 12:17:47 +02:00
parent f2e10a974b
commit ac28a775b8
Signed by: LordMZTE
GPG key ID: B64802DC33A64FF6

View file

@ -1,43 +1,69 @@
#version 300 es
precision mediump float;
precision highp float;
uniform float time;
uniform vec2 offset;
in vec2 fragCoord;
/* "Quasar" by @kishimisu (2023) - https://www.shadertoy.com/view/msGyzc
449 => 443 chars thanks to @Xor
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
*/
// shader: https://www.shadertoy.com/view/tsXBzS
#define r(a) mat2(cos(a + asin(vec4(0,1,-1,0)))),
#define X(p) p *= r(round(atan(p.x, p.y) * 4.) / 4.)
void main() {
vec2 F = fragCoord - offset + .5;
vec3 p, R = vec3(1.);
float i, t, d, a, b, T = time * .5 + .5;
vec4 O = vec4(0.);
for(O *= i; i++ < 44.;
O += .04 * (1. + cos(a + t*.3 - T*.8 + vec4(0,1,2,0)))
/ (1. + abs(d)*30.) )
p = t * normalize(vec3(F+F-R.xy, R.y)),
p.z -= 4.,
p.xz *= r(T/4.)
p.yz *= r(sin(T/4.)*.5)
X(p.zx) a = p.x,
X(p.yx)
p.x = mod(b = p.x - T, .5) - .25,
t += d = length(p) - (2. - a - smoothstep(b+2., b, T)*30.)
* (cos(T/6.+1.)+1.) / 2e2;
gl_FragColor = O;
vec3 palette(float d){
return mix(vec3(0.2,0.0,0.0),vec3(.5,0.,0.),d);
}
vec2 rotate(vec2 p,float a){
float c = cos(a);
float s = sin(a);
return p*mat2(c,s,-s,c);
}
float map(vec3 p){
for( int i = 0; i<8; ++i){
float t = time*0.2;
p.xz =rotate(p.xz,t);
p.xy =rotate(p.xy,t*1.89);
p.xz = abs(p.xz);
p.xz-=.5;
}
return dot(sign(p),p)/5.;
}
vec4 rm (vec3 ro, vec3 rd){
float t = 0.;
vec3 col = vec3(0.);
float d;
for(float i =0.; i<64.; i++){
vec3 p = ro + rd*t;
d = map(p)*.5;
if(d<0.02){
break;
}
if(d>100.){
break;
}
//col+=vec3(0.6,0.8,0.8)/(400.*(d));
col+=palette(length(p)*.1)/(400.*(d));
t+=d;
}
return vec4(col,1./(d*100.));
}
void main()
{
vec2 uv = fragCoord / 5.0;
vec3 ro = vec3(0.,0.,-50.);
ro.xz = rotate(ro.xz,time);
vec3 cf = normalize(-ro);
vec3 cs = normalize(cross(cf,vec3(0.,1.,0.)));
vec3 cu = normalize(cross(cf,cs));
vec3 uuv = ro+cf*3. + uv.x*cs + uv.y*cu;
vec3 rd = normalize(uuv-ro);
vec4 col = rm(ro,rd);
gl_FragColor = col;
}