precision mediump float; uniform float time; uniform vec2 resolution; float sdSphere (vec3 p, float r) { return length(p) - r; } float map (vec3 pos) { float scene = 1000.; //pos = mod(pos, vec3(10.0)) - vec3(5); pos.x *= 1. / (1. + pos.y); scene = min(scene, sdSphere(pos, 1. + pos.x * (2.0 + 0.5 * sin(time * 1.5)))); return scene; } vec3 lookAt (vec3 eye, vec3 at, vec2 uv) { vec3 forward = normalize(at - eye); vec3 right = normalize(cross(forward, vec3(0,1,0))); vec3 up = normalize(cross(right, forward)); return normalize(forward + right * uv.x + up * uv.y); } float grain(vec2 uv) { return fract(sin(dot(uv, vec2(31.492, 271.0)))); } vec3 mainmain(vec2 uv) { vec3 eye = vec3(0,1,-3); vec3 ray = lookAt(eye, vec3(0), uv); vec3 pos = eye; float shade = 0.; for (float i = 0.; i <= 1.; i += 1./30.) { float dist = map(pos); if (dist < .001) { shade = 1.-i; break; } pos += dist * ray; } vec3 color = vec3(1., 0.5, 0.); color.r += 0.2 * sin(1.0*time); color += 0.5*dot(vec3(0.5, exp(pow(sin(time), 2.)), 0.5), pos); color.z += 0.6*grain(uv + grain(uv) * vec2(1.0, 2.0+sin(100.*time))); float s = sin(time); float c = cos(time); vec3 c2 = color; c2.r = s * color.g + c * color.r; c2.g = -s * color.r + c * color.g; color += (0.2) * c2; color *= shade; return color; } void main () { vec2 uv = (gl_FragCoord.xy-.5*resolution.xy)/resolution.y; vec3 c = vec3(0); float r = pow(10., -2.-2.*(1.-pow(sin(2.*time), 10.) - pow(sin(2.315*time), 10.))); c += mainmain(uv+vec2(r, r)); c += mainmain(uv+vec2(r, -r)); c += mainmain(uv+vec2(-r, r)); c += mainmain(uv+vec2(-r, -r)); c /= 4.; gl_FragColor = vec4(c, 1); }