precision mediump float; uniform float time; uniform vec2 resolution; float sdSphere (vec3 p, float r) { return length(p) - r; } mat2 rot(float a) { float c = cos(a);float s = sin(a); return mat2(c,s,-s,c); } float map (vec3 pos) { float scene = 1000.; pos.xy *= rot(pos.z * .025); pos.xy *= rot(pos.z * .1 + time * 1.1); pos.x -= 10.; pos.x = abs(pos.x); pos.z = mod(pos.z + 1., 2.) - 1.; vec3 cp = abs(pos); vec3 cp1 = cp + vec3(1.,0.,0.) * 3.; vec3 cp2 = cp + vec3(-1.,0.,0.)* 3.; vec3 cp3 = cp + vec3(0.,1.,0.)* 3.; vec3 cp4 = cp + vec3(0.,-1.,0.) * 3.; float decal = sin(time * 1. + pos.z * 5. + pos.x * .1) *.5 + .5; decal = decal * .5 + .5; float c = max(max(cp1.x,cp1.y),cp1.z)-decal; scene = min(scene, c); c = max(max(cp2.x,cp2.y),cp2.z)-decal; scene = min(scene, c); c = max(max(cp3.x,cp3.y),cp3.z)-decal; scene = min(scene, c); c = max(max(cp4.x,cp4.y),cp4.z)-decal; scene = min(scene, c); return scene; } vec3 dumbCol(float d) { return vec3(sin(d * .1) * .5 + .5, cos(d * .25) * .5 + .5, cos(d * 1.) *.5 + .5); } 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); } void main () { vec2 uv = (gl_FragCoord.xy-.5*resolution.xy)/resolution.y; vec3 eye = vec3(5.5,2.,-time * 3. + sin(time * 2.) * .5 + .5); uv.x = abs(uv.x); vec3 ray = lookAt(eye, vec3(0), uv); vec3 pos = eye; float shade = 0.; for (float i = 0.; i <= 1.; i += 1./60.) { float dist = map(pos); if (dist < .001) { shade = 1.-i; break; } pos += dist * ray; } vec3 color = vec3(1.); color *= shade; float c = length(uv - vec2(.05,.0)); float t = fract(time * .3) * 5.; c = step(c, .05 + t) -step(c, .03 + t); gl_FragColor = vec4(dumbCol(pos.z) * color + c, 1); }