Live-Coding-Sources/2018-03-07/02-flopine.frag
2018-04-22 13:40:49 +02:00

86 lines
1.5 KiB
GLSL

precision mediump float;
uniform float time;
uniform vec2 resolution;
mat2 rot (float a)
{
float c = cos(a);
float s = sin(a);
return mat2(c,s,-s,c);
}
vec2 moda (vec2 p, float per)
{
float a = atan(p.y,p.x);
float l = length(p);
a = mod(a-per/2.,per)-per/2.;
return vec2(cos(a),sin(a))*l;
}
vec3 palette (float t, vec3 a, vec3 b, vec3 c, vec3 d)
{
return a+b*cos(2.*3.141592*(c*t+d));
}
float sdSphere (vec3 p, float r) { return length(p) - r; }
float box (vec3 p, vec3 c)
{
return length(max(abs(p)-c,0.));
}
float prim (vec3 p)
{
float c = box(p,vec3 (1.));
float s = sdSphere(p, sin(time)*0.3+1.3);
return max(-s,c);
}
float prim2 (vec3 p)
{
float per = 1.2;
p.y = mod(p.y-per/2.,per)-per/2.;
return prim(p);
}
float tent (vec3 p) {
p.xz *= rot(3.141592/2.);
p.yz = moda(p.yz, 2.*3.141592/8.);
p.x += sin(p.y+time);
return prim2(p);
}
float map(vec3 p)
{
p.xz *= rot(time);
p.yz *= rot(time*0.5);
p.xz = moda(p.xz, 2.*3.141592/5.);
return tent(p);
}
void main () {
vec2 uv = (gl_FragCoord.xy-.5*resolution.xy)/resolution.y;
vec3 ray = normalize(vec3(uv*2.,1.));
vec3 pos = vec3(0.001,0.001,-16.);
float shade = 0.;
for (float i = 0.; i <= 70.; i ++) {
float dist = map(pos);
if (dist < .001)
{
shade = i/60.;
break;
}
pos += dist * ray*0.5;
}
vec3 pal = palette(length(pos),
vec3(0.5),
vec3(0.5),
vec3(0.2),
vec3(0.0,0.1,0.5));
vec3 color = vec3(shade)*pal;
gl_FragColor = vec4(pow(color,vec3(0.45)), 1);
}