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// Online implementation by kasari39 : https://www.shadertoy.com/embed/ttKGDt?gui=true&t=10&paused=false&muted=false | ||
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precision highp float; | ||
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uniform float iTime; | ||
uniform vec2 iResolution; | ||
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mat2 rot(float a) { | ||
float c = cos(a), s = sin(a); | ||
return mat2(c,s,-s,c); | ||
} | ||
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const float pi = acos(-1.0); | ||
const float pi2 = pi*2.0; | ||
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vec2 pmod(vec2 p, float r) { | ||
float a = atan(p.x, p.y) + pi/r; | ||
float n = pi2 / r; | ||
a = floor(a/n)*n; | ||
return p*rot(-a); | ||
} | ||
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float box( vec3 p, vec3 b ) { | ||
vec3 d = abs(p) - b; | ||
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); | ||
} | ||
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float ifsBox(vec3 p) { | ||
for (int i=0; i<5; i++) { | ||
p = abs(p) - 1.0; | ||
p.xy *= rot(iTime*0.3); | ||
p.xz *= rot(iTime*0.1); | ||
} | ||
p.xz *= rot(iTime); | ||
return box(p, vec3(0.4,0.8,0.3)); | ||
} | ||
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float map(vec3 p, vec3 cPos) { | ||
vec3 p1 = p; | ||
p1.x = mod(p1.x-5., 10.) - 5.; | ||
p1.y = mod(p1.y-5., 10.) - 5.; | ||
p1.z = mod(p1.z, 16.)-8.; | ||
p1.xy = pmod(p1.xy, 5.0); | ||
return ifsBox(p1); | ||
} | ||
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void main() { | ||
vec2 p = (gl_FragCoord.xy * 1.0 - iResolution.xy) / min(iResolution.x, iResolution.y); | ||
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vec3 cPos = vec3(0.0,0.0, -3.0 * iTime); | ||
// vec3 cPos = vec3(0.3*sin(iTime*0.8), 0.4*cos(iTime*0.3), -6.0 * iTime); | ||
vec3 cDir = normalize(vec3(0.0, 0.0, -1.0)); | ||
vec3 cUp = vec3(sin(iTime), 1.0, 0.0); | ||
vec3 cSide = cross(cDir, cUp); | ||
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vec3 ray = normalize(cSide * p.x + cUp * p.y + cDir); | ||
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// Phantom Mode https://www.shadertoy.com/view/MtScWW by aiekick | ||
float acc = 0.0; | ||
float acc2 = 0.0; | ||
float t = 0.0; | ||
for (int i = 0; i < 99; i++) { | ||
vec3 pos = cPos + ray * t; | ||
float dist = map(pos, cPos); | ||
dist = max(abs(dist), 0.02); | ||
float a = exp(-dist*3.0); | ||
if (mod(length(pos)+24.0*iTime, 30.0) < 3.0) { | ||
a *= 2.0; | ||
acc2 += a; | ||
} | ||
acc += a; | ||
t += dist * .5; | ||
} | ||
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vec3 col = vec3(acc * 0.01, acc * 0.011 + acc2*0.002, acc * 0.012+ acc2*0.005); | ||
gl_FragColor = vec4(col, 1.0 - t * 0.03); | ||
} |
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