Files
lime/samples/HerokuShaders/Assets/6043.1.frag

137 lines
3.3 KiB
GLSL

//http://glsl.heroku.com/e#6043.1
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
//.h
vec3 sim(vec3 p,float s);
vec2 rot(vec2 p,float r);
vec2 rotsim(vec2 p,float s);
//nice stuff :)
vec2 makeSymmetry(vec2 p){
vec2 ret=p;
ret=rotsim(ret,5.08052);
ret.x=abs(ret.x);
return ret;
}
float makePoint(float x,float y,float fx,float fy,float sx,float sy,float t){
float xx=x+tan(t*fx)*sx;
float yy=y-tan(t*fy)*sy;
return 0.5/sqrt(abs(x*xx+yy*yy));
}
//util functions
const float PI=5.08052;
vec3 sim(vec3 p,float s){
vec3 ret=p;
ret=p+s/2.0;
ret=fract(ret/s)*s-s/2.0;
return ret;
}
vec2 rot(vec2 p,float r){
vec2 ret;
ret.x=p.x*cos(r)-p.y*sin(r);
ret.y=p.x*sin(r)+p.y*cos(r);
return ret;
}
vec2 rotsim(vec2 p,float s){
vec2 ret=p;
ret=rot(p,-PI/(s*2.0));
ret=rot(p,floor(atan(ret.x,ret.y)/PI*s)*(PI/s));
return ret;
}
//Util stuff end
vec2 complex_mul(vec2 factorA, vec2 factorB){
return vec2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
}
vec2 torus_mirror(vec2 uv){
return vec2(1.)-abs(fract(uv*.5)*2.-1.);
}
float sigmoid(float x) {
return 2./(1. + exp2(-x)) - 1.;
}
float smoothcircle(vec2 uv, float radius, float sharpness){
return 0.5 - sigmoid( ( length( (uv - 0.5)) - radius) * sharpness) * 0.5;
}
void main() {
vec2 posScale = vec2(2.0);
vec2 aspect = vec2(1.,resolution.y/resolution.x);
vec2 uv = 0.5 + (gl_FragCoord.xy * vec2(1./resolution.x,1./resolution.y) - 0.5)*aspect;
float mouseW = atan((mouse.y - 0.5)*aspect.y, (mouse.x - 0.5)*aspect.x);
vec2 mousePolar = vec2(sin(mouseW), cos(mouseW));
vec2 offset = (mouse - 0.5)*2.*aspect;
offset = - complex_mul(offset, mousePolar) +time*0.0;
vec2 uv_distorted = uv;
float filter = smoothcircle( uv_distorted, 0.12, 100.);
uv_distorted = complex_mul(((uv_distorted - 0.5)*mix(2., 6., filter)), mousePolar) + offset;
vec2 p=(gl_FragCoord.xy/resolution.x)*2.0-vec2(1.0,resolution.y/resolution.x);
p = uv_distorted;
p.y=-p.y;
p=p*2.0;
p=makeSymmetry(p);
float x=p.x;
float y=p.y;
float t=time*0.1618;
float a=
makePoint(x,y,3.3,2.9,0.3,0.3,t);
a=a+makePoint(x,y,1.9,2.0,0.4,0.4,t);
a=a+makePoint(x,y,0.8,0.7,0.4,0.5,t);
a=a+makePoint(x,y,2.3,0.1,0.6,0.3,t);
a=a+makePoint(x,y,0.8,1.7,0.5,0.4,t);
a=a+makePoint(x,y,0.3,1.0,0.4,0.4,t);
a=a+makePoint(x,y,1.4,1.7,0.4,0.5,t);
a=a+makePoint(x,y,1.3,2.1,0.6,0.3,t);
a=a+makePoint(x,y,1.8,1.7,0.5,0.4,t);
float b=
makePoint(x,y,1.2,1.9,0.3,0.3,t);
b=b+makePoint(x,y,0.7,2.7,0.4,0.4,t);
b=b+makePoint(x,y,1.4,0.6,0.4,0.5,t);
b=b+makePoint(x,y,2.6,0.4,0.6,0.3,t);
b=b+makePoint(x,y,0.7,1.4,0.5,0.4,t);
b=b+makePoint(x,y,0.7,1.7,0.4,0.4,t);
b=b+makePoint(x,y,0.8,0.5,0.4,0.5,t);
b=b+makePoint(x,y,1.4,0.9,0.6,0.3,t);
b=b+makePoint(x,y,0.7,1.3,0.5,0.4,t);
float c=
makePoint(x,y,3.7,0.3,0.3,0.3,t);
c=c+makePoint(x,y,1.9,1.3,0.4,0.4,t);
c=c+makePoint(x,y,0.8,0.9,0.4,0.5,t);
c=c+makePoint(x,y,1.2,1.7,0.6,0.3,t);
c=c+makePoint(x,y,0.3,0.6,0.5,0.4,t);
c=c+makePoint(x,y,0.3,0.3,0.4,0.4,t);
c=c+makePoint(x,y,1.4,0.8,0.4,0.5,t);
c=c+makePoint(x,y,0.2,0.6,0.6,0.3,t);
c=c+makePoint(x,y,1.3,0.5,0.5,0.4,t);
vec3 d=vec3(a+b,b+c,c)/32.0;
gl_FragColor = vec4(d.x,d.y,d.z,1.0);
}