Add ether.glsl
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ether.glsl
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30
ether.glsl
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//Ether by nimitz (twitter: @stormoid)
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#define t iTime
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mat2 m(float a){float c=cos(a), s=sin(a);return mat2(c,-s,s,c);}
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float map(vec3 p){
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p.xz*= m(t*0.4);p.xy*= m(t*0.3);
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vec3 q = p*2.+t;
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return length(p+vec3(sin(t*0.7)))*log(length(p)+1.) + sin(q.x+sin(q.z+sin(q.y)))*0.5 - 1.;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord ){
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// vec2 p = fragCoord.xy/iResolution.y - vec2(.9,.5);
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vec2 p = (fragCoord.xy / max(iResolution.y, iResolution.x));
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p *= 1.3;
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p -= vec2(.9, 0);
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vec3 cl = vec3(0.);
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float d = 2.5;
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for(int i=0; i<=5; i++) {
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vec3 p = vec3(0,0,5.) + normalize(vec3(p, -1.))*d;
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float rz = map(p);
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float f = clamp((rz - map(p+.1))*0.5, -.1, 1. );
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vec3 l = vec3(0.1,0.3,.4) + vec3(5., 2.5, 3.)*f;
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cl = cl*l + (1.-smoothstep(0., 2.5, rz))*.7*l;
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d += min(rz, 1.);
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}
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fragColor = vec4(cl, 1.);
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}
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// https://www.shadertoy.com/view/MsjSW3
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