shader_type canvas_item; render_mode unshaded; uniform int iterations = 20; uniform float formuparam = 1.00; uniform int volsteps = 20; uniform float stepsize = 0.1; uniform float zoom = 0.800; uniform float tile = 0.5; uniform float speed = 0.001; uniform float brightness = 0.002; uniform float darkmatter = 0.100; uniform float distfading = 0.650; uniform float saturation = 0.750; uniform vec2 iResolution = vec2(192, 192); uniform vec2 iMouse = vec2(0,0); float SCurve (float value) { if (value < 0.5) { return value * value * value * value * value * 16.0; } value -= 1.0; return value * value * value * value * value * 16.0 + 1.0; } void fragment() { //get coords and direction vec2 uv=FRAGCOORD.xy/iResolution.xy-.5; uv.y*=iResolution.y/iResolution.x; vec3 dir=vec3(uv*zoom,1.); float time=TIME*speed+.25; //mouse rotation float a1=0.5+iMouse.x/iResolution.x*2.; float a2=0.8+iMouse.y/iResolution.y*2.; mat2 rot1=mat2(vec2(cos(a1),sin(a1)),vec2(-sin(a1),cos(a1))); mat2 rot2=mat2(vec2(cos(a2),sin(a2)),vec2(-sin(a2),cos(a2))); dir.xy*=rot1; dir.xz*=rot2; vec3 from=vec3(1.0,0.5,0.5); from-=vec3(0.0,time,0.0); from.xz*=rot1; from.xy*=rot2; //volumetric rendering float s=0.1,fade=1.; vec3 v=vec3(0.); for (int r=0; r6) fade*=1.-dm; // dark matter, don't render near //v+=vec3(dm,dm*.5,0.); v+=fade; v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance fade*=distfading; // distance fading s+=stepsize; } v=mix(vec3(length(v)),v,saturation); //color adjust vec4 C = vec4(v*.01,1.); C.r = pow(C.r, 0.35); C.g = pow(C.g, 0.36); C.b = pow(C.b, 0.38); vec4 L = C; COLOR.r = mix(L.r, SCurve(C.r), 0.7); COLOR.g = mix(L.g, SCurve(C.g), 1.0); COLOR.b = mix(L.b, SCurve(C.b), 0.2); }