diff --git a/suns.glsl b/suns.glsl new file mode 100644 index 0000000..ab75784 --- /dev/null +++ b/suns.glsl @@ -0,0 +1,70 @@ +#ifdef GL_ES +precision mediump float; +#endif +uniform vec2 resolution; +uniform float time; + +struct Ray { + vec3 o; + vec3 d; +}; + +// dueling mandelbulbs +// @acaudwell + +// http://www.fractalforums.com/mandelbulb-implementation/realtime-renderingoptimisations/ + +float mandelbulb(in vec3 p, float power) { + + float dr = 1.0; + float r = length(p); + + vec3 c = p; + + for(int i=0; i<2; i++) { + + float zo0 = asin(p.z / r); + float zi0 = atan(p.y, p.x); + float zr = pow(r, power-1.0); + float zo = (zo0) * power; + float zi = (zi0) * power; + float czo=cos(zo); + + dr = zr * dr * power + 1.0; + zr *= r; + + p = zr * vec3(czo*cos(zi), czo*sin(zi), sin(zo)); + + p += c; + + r = length(p); + } + + return 0.5 * r * log(r) / r; +} + +void main() { + vec2 p = ((gl_FragCoord.xy / resolution.xy) * 2.0 - 1.0) * 2.5; + + float t = time; + + Ray ray1; + ray1.o = vec3(0.0); + ray1.d = normalize( vec3((p - 1.5*vec2(sin(t-2.0), cos(t+1.0))) * vec2(resolution.x/resolution.y, 1.0), 1.0 ) ); + + Ray ray2; + ray2.o = vec3(0.0); + ray2.d = normalize( vec3((p - 1.5*vec2(cos(-t),sin(t))) * vec2(resolution.x/resolution.y, 1.0), 1.0 ) ); + + ray1.d.xy = vec2( ray1.d.x * cos(t) - ray1.d.y * sin(t), ray1.d.x * sin(t) + ray1.d.y * cos(t)); + ray2.d.xy = vec2( ray2.d.x *cos(t) - ray2.d.y * sin(t), ray2.d.x * sin(t) + ray2.d.y * cos(t)); + + float m1 = mandelbulb(ray1.o + ray1.d, abs(cos(t)*13.0)); + float m2 = mandelbulb(ray2.o + ray2.d, abs(sin(t)*13.0)); + + float f = pow(max(m1,m2) , abs(m1-m2)); + vec3 c = m1 > m2 ? vec3(0.0, 0.05, 0.2) : vec3(0.2, 0.05, 0.0); + + gl_FragColor = vec4(c*f, 1.0); +} +