335 lines
6.6 KiB
GLSL
335 lines
6.6 KiB
GLSL
// WORMHOLE - watch for a little while
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// better version.
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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#define iterations 9
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#define formuparam2 0.79
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#define volsteps 9
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#define stepsize 0.190
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#define zoom 0.500
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#define tile 0.85
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#define speed2 0.30
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#define brightness (0.02 * (1.5 - 0.5*sus_sin(0.5*time)))
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#define darkmatter 0.400
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#define distfading 0.560
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#define saturation 0.800
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#define transverseSpeed zoom*.005
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//#define cloud (0.31 * (1.5 - 0.5*sus_sin(0.5*time)))
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#define cloud 0.3
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#define power1 0.5
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#define power2 -2.0
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#define pi 3.141592653589
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float triangle(float x, float a)
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{
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float output2 = 2.0*abs( 2.0* ( (x/a) - floor( (x/a) + 0.5) ) ) - 1.0;
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return output2;
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}
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float trapezoid(float x, float a)
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{
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float output2 = 2.0*abs( 2.0* ( (x/a) - floor( (x/a) + 0.5) ) ) - 1.0;
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float output3 = 2.0*clamp(output2, -1., 1.);
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return output2;
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}
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float sus_sin(float x)
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{
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float x1 = x + (3.0*pi/2.0);
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float output1 = abs(sin(x1));
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float output2 = (clamp((1.0/(sin(pi/10.0))) * sin((1.0/5.0)*x1),-1.0,1.0));
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float output3 = max(output1,abs(output2));
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return output3 * sign(output2);
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}
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float smooth_stair(float x, float period, float strechiness, float shift)
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{
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float output1 = ( (1.0/(1.0 + exp(-1.0*mod(((1.0*(strechiness*(x)-shift ))),strechiness*period) + (strechiness*period / 2.0) ))) + (floor(((strechiness*(x)-shift))/(strechiness*period))) );
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return output1;
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}
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float field(in vec3 p) {
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float strength = 17. + .03 * log(1.e-6 + fract(sin(time) * 4373.11));
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float accum = 0.;
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float prev = 0.;
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float tw = 0.;
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for (int i = 0; i < 2; ++i) {
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float mag = dot(p, p);
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p = abs(p) / mag + vec3(-.5, -.8 + 0.1*sin(time*0.7 + 2.0), -1.1+0.3*cos(time*0.3));
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float w = exp(-float(i) / 7.);
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accum += w * exp(-strength * pow(abs(mag - prev), 2.3));
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tw += w;
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prev = mag;
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}
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return max(0., 5. * accum / tw - .7);
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}
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void main()
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{
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//mouse rotation
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float a_xz = 0.9;
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float a_yz = -.6;
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float a_xy = 0.9 + time*0.01;
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mat2 rot_xz = mat2(cos(a_xz),sin(a_xz),-sin(a_xz),cos(a_xz));
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mat2 rot_yz = mat2(cos(a_yz),sin(a_yz),-sin(a_yz),cos(a_yz));
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mat2 rot_xy = mat2(cos(a_xy),sin(a_xy),-sin(a_xy),cos(a_xy));
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vec2 uv2 = 2. * gl_FragCoord.xy / resolution.xy - 1.;
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vec2 uvs = uv2 * resolution.xy / max(resolution.x, resolution.y);
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vec3 from=vec3(0.0, 0.0,0.0);
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uvs *= -3.0*rot_xy;
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vec2 from_change = 1.0*vec2((mouse.x-0.5), (mouse.y-0.5));
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from_change *= +3.0*rot_xy;
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from.xy += from_change;
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// from.x -= 5.0*(mouse.x-0.5);
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// from.y -= 5.0*(mouse.y-0.5);
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float time2 = time;
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float speed = speed2;
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//speed = 0.005 * cos(time2*0.02 + 3.1415926/4.0);
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speed = -0.003 * cos((cos(0.02*time)));
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//speed = -0.001* clamp((0.5 - 2.*cos(0.05*time)),0.,1.);
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//speed = 0.0;
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float formuparam = formuparam2;
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// any ideas on how to make this wrap without the discontinuity?
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//float a = (atan(uvs.y,uvs.x));
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float a = abs(atan(uvs.y,uvs.x));
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float r = pow( pow(uvs.x*uvs.x,1.3) + pow(uvs.y*uvs.y,1.3), 1.0/(6.) );
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//vec2 uv = vec2( clamp((0.5 + 3.*cos(0.02*time)),0.,1.)*uvs.x + clamp((0.5 - 3.*cos(0.02*time)),0.,1.)*(0.3)/pow(r,1.), clamp((0.5 + 3.*cos(0.02*time)),0.,1.)*uvs.y + clamp((0.5 - 3.*cos(0.02*time)),0.,1.)*(1.*a/3.1415927) );
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vec2 uv = vec2( ((0.5 + 0.5*sus_sin(0.5*time)))*uvs.x + ((0.5 - 0.5*sus_sin(0.5*time)))*(0.3)/pow(r,1.), ((0.5 + 0.5*sus_sin(0.5*time)))*uvs.y + ((0.5 - 0.5*sus_sin(0.5*time)))*(1.*a/3.1415927) );
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// uv = uvs;
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//uv *= rot_xy;
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float v2 =1.0;
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vec3 dir=vec3(uv*zoom,1.);
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from.y -= 20.0;
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//from.y -= 1.5*smooth_stair(time, 10.0*pi, 2.0, -5.0);
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//from.x -= 50.0*(0.5 - 3.*cos(0.02*time));
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//from.x -= time*.3*(0.5 - 0.5*sus_sin(0.5*time));
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vec3 forward = vec3(0.,0.,1.);
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from.x += transverseSpeed*(1.0)*cos(0.01*time);
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from.y += transverseSpeed*(1.0)*sin(0.01*time);
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from.z += 0.003*time;
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//from.x -= 0.2*(0.1 - 0.1*sus_sin(0.1*time))*time;
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dir.xy*=rot_xy;
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forward.xy *= rot_xy;
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dir.xz*=rot_xz;
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forward.xz *= rot_xz;
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dir.yz*= rot_yz;
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forward.yz *= rot_yz;
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from.xy*=-rot_xy;
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from.xz*=rot_xz;
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from.yz*= rot_yz;
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//zoom
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float zooom = (time2-3311.)*speed;
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from += forward* zooom;
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float sampleShift = mod( zooom, stepsize );
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float zoffset = -sampleShift;
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sampleShift /= stepsize; // make from 0 to 1
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//volumetric rendering
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float s=0.24;
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float s3 = s + stepsize/2.0;
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vec3 v=vec3(0.);
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float t3 = 0.0;
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vec3 backCol2 = vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p2=from+(s+zoffset)*dir;// + vec3(0.,0.,zoffset);
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vec3 p3=from+(s3+zoffset)*dir;// + vec3(0.,0.,zoffset);
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p2 = abs(vec3(tile)-mod(p2,vec3(tile*2.))); // tiling fold
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p3 = abs(vec3(tile)-mod(p3,vec3(tile*2.))); // tiling fold
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#ifdef cloud
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t3 = field(p3);
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#endif
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p2=abs(p2)/dot(p2,p2)-formuparam; // the magic formula
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//p=abs(p)/max(dot(p,p),0.005)-formuparam; // another interesting way to reduce noise
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float D = abs(length(p2)-pa); // absolute sum of average change
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a += i > 7 ? min( 12., D) : D;
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pa=length(p2);
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}
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//float dm=max(0.,darkmatter-a*a*.001); //dark matter
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a*=a*a; // add contrast
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//if (r>3) fade*=1.-dm; // dark matter, don't render near
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// brightens stuff up a bit
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float s1 = s+zoffset;
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// need closed form expression for this, now that we shift samples
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float fade = pow(distfading,max(0.,float(r)-sampleShift));
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//t3 += fade;
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v+=fade;
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//backCol2 -= fade;
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// fade out samples as they approach the camera
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if( r == 0 )
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fade *= (1. - (sampleShift));
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// fade in samples as they approach from the distance
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if( r == volsteps-1 )
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fade *= sampleShift;
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v+=vec3(s1,s1*s1,s1*s1*s1*s1)*a*brightness*fade; // coloring based on distance
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backCol2 += mix(.4, 1., v2) * vec3(1.8 * t3 * t3 * t3, 1.4 * t3 * t3, t3) * fade;
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s+=stepsize;
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s3 += stepsize;
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}
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v=mix(vec3(length(v)),v,saturation); //color adjust
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vec4 forCol2 = vec4(v*.01,1.);
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#ifdef cloud
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backCol2 *= cloud;
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#endif
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backCol2.b *= 1.8;
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backCol2.r *= 0.05;
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backCol2.b = 0.5*mix(backCol2.g, backCol2.b, 0.8);
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backCol2.g = 0.0;
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backCol2.bg = mix(backCol2.gb, backCol2.bg, 0.5*(cos(time*0.01) + 1.0));
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vec4 newCol = (forCol2 + vec4(backCol2, 1.0)) * pow(r,1.5*((0.5 - 0.5*sus_sin(0.5*time))));
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//gl_FragColor = forCol2 + vec4(backCol2, 1.0);
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gl_FragColor = newCol;
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}
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