90 lines
No EOL
2.2 KiB
Text
90 lines
No EOL
2.2 KiB
Text
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; r<volsteps; r++) {
|
|
vec3 p=from+s*dir*0.5;
|
|
p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
|
|
float pa,a=pa=0.;
|
|
for (int i=0; i<iterations; i++) {
|
|
p=abs(p)/dot(p,p)-formuparam; // the magic formula
|
|
a+=abs(length(p)-pa); // absolute sum of average change
|
|
pa=length(p);
|
|
}
|
|
float dm=max(0.,darkmatter-a*a*.001); //dark matter
|
|
a = pow(a, 2.3); // add contrast
|
|
if (r>6) 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);
|
|
|
|
} |