ledbanner-shaders/interstellar.glsl
2018-05-19 17:23:49 +02:00

64 lines
1.4 KiB
GLSL

#pragma map iChannel0=builtin:RGBA Noise Medium
const float tau = 6.28318530717958647692;
// Gamma correction
#define GAMMA (2.2)
vec3 ToLinear( in vec3 col )
{
// simulate a monitor, converting colour values into light values
return pow( col, vec3(GAMMA) );
}
vec3 ToGamma( in vec3 col )
{
// convert back into colour values, so the correct light will come out of the monitor
return pow( col, vec3(1.0/GAMMA) );
}
vec4 Noise( in ivec2 x )
{
return texture( iChannel0, (vec2(x)+0.5)/256.0, -100.0 );
}
vec4 Rand( in int x )
{
vec2 uv;
uv.x = (float(x)+0.5)/256.0;
uv.y = (floor(uv.x)+0.5)/256.0;
return texture( iChannel0, uv, -100.0 );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec3 ray;
ray.xy = 2.0*(fragCoord.xy-iResolution.xy*.5)/iResolution.x;
ray.z = 1.0;
float offset = iTime*.5;
float speed2 = (cos(offset)+1.0)*2.0;
float speed = speed2+.1;
offset += sin(offset)*.96;
offset *= 2.0;
vec3 col = vec3(0);
vec3 stp = ray/max(abs(ray.x),abs(ray.y));
vec3 pos = 2.0*stp+.5;
for ( int i=0; i < 20; i++ )
{
float z = Noise(ivec2(pos.xy)).x;
z = fract(z-offset);
float d = 50.0*z-pos.z;
float w = pow(max(0.0,1.0-8.0*length(fract(pos.xy)-.5)),2.0);
vec3 c = max(vec3(0),vec3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed));
col += 1.5*(1.0-z)*c*w;
pos += stp;
}
fragColor = vec4(ToGamma(col),1.0);
}