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