From fe3fd691087fce71fab781bfd7ba4f53422657a2 Mon Sep 17 00:00:00 2001 From: polyfloyd Date: Sat, 19 May 2018 16:30:13 +0200 Subject: [PATCH] Add glow.glsl --- glow.glsl | 66 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 glow.glsl diff --git a/glow.glsl b/glow.glsl new file mode 100644 index 0000000..d534b84 --- /dev/null +++ b/glow.glsl @@ -0,0 +1,66 @@ +#define M_PI 3.1415926535897932384626433832795 +#define M_TWO_PI (2.0 * M_PI) + +float rand(vec2 n) { + return fract(sin(dot(n, vec2(12.9898,12.1414))) * 83758.5453); +} + +float noise(vec2 n) { + const vec2 d = vec2(0.0, 1.0); + vec2 b = floor(n); + vec2 f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); + return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); +} + +vec3 ramp(float t) { + return t <= .5 ? vec3( 1. - t * 1.4, .2, 1.05 ) / t : vec3( .3 * (1. - t) * 2., .2, 1.05 ) / t; +} +vec2 polarMap(vec2 uv, float shift, float inner) { + float px = 1.0 - fract(atan(uv.y, uv.x) / 6.28 + 0.25) + shift; + float py = (sqrt(uv.x * uv.x + uv.y * uv.y) * (1.0 + inner * 2.0) - inner) * 2.0; + + return vec2(px, py); +} +float fire(vec2 n) { + return noise(n) + noise(n * 2.1) * .6 + noise(n * 5.4) * .42; +} + +float shade(vec2 uv, float t) { + uv.x += uv.y < .5 ? 23.0 + t * .035 : -11.0 + t * .03; + uv.y = abs(uv.y - .5); + uv.x *= 35.0; + + float q = fire(uv - t * .013) / 2.0; + vec2 r = vec2(fire(uv + q / 2.0 + t - uv.x - uv.y), fire(uv + q - t)); + + return pow((r.y + r.y) * max(.0, uv.y) + .1, 4.0); +} + +vec3 color(float grad) { + float m2 = iMouse.z < 0.0001 ? 0.15 : iMouse.y * 3.0 / iResolution.y; + grad = sqrt(grad); + vec3 color = vec3(1.0 / (pow(vec3(0.5, 0.0, .1) + 2.61, vec3(2.0)))); + vec3 color2 = color; + color = ramp(grad); + color /= (m2 + max(vec3(0), color)); + + return color; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + float m1 = iMouse.z < 0.0001 ? 1.6 : iMouse.x * 5.0 / iResolution.x; + + float t = iTime; + vec2 uv = (fragCoord.xy - iResolution.xy * .5) / max(iResolution.x, iResolution.y); + uv *= 1.5; + float ff = 1.0 - uv.y; + vec2 uv2 = uv; + uv2.y = 1.0 - uv2.y; + uv = polarMap(uv, 1.3, m1); + uv2 = polarMap(uv2, 1.9, m1); + + vec3 c1 = color(shade(uv, t)) * ff; + vec3 c2 = color(shade(uv2, t)) * (1.0 - ff); + + fragColor = vec4(c1 + c2, 1.0); +}