#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); }