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@Timopheym
Created July 31, 2015 21:17
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/* spec: webgl */
//CBS
//Parallax scrolling fractal galaxy.
//Inspired by JoshP's Simplicity shader: https://www.shadertoy.com/view/lslGWr
// http://www.fractalforums.com/new-theories-and-research/very-simple-formula-for-fractal-patterns/
precision mediump float;
uniform float time;
uniform vec2 resolution;
uniform sampler2D tex[32];
// layout(binding=0) uniform sampler2D diffuseTex;
float field(in vec3 p,float s) {
float strength = 7. + .03 * log(1.e-6 + fract(sin(time) * 4373.11));
float accum = s/4.;
float prev = 0.;
float tw = 0.;
for (int i = 0; i < 26; ++i) {
float mag = dot(p, p);
p = abs(p) / mag + vec3(-.5, -.4, -1.5);
float w = exp(-float(i) / 7.);
accum += w * exp(-strength * pow(abs(mag - prev), 2.2));
tw += w;
prev = mag;
}
return max(0., 5. * accum / tw - .7);
}
// Less iterations for second layer
float field2(in vec3 p, float s) {
float strength = 15. + .03 * log(1.e-6 + fract(sin(time) * 4373.11));
// float strength = 7. + .03 * log(1.e-6 + fract(sin(time) * 4373.11));
float accum = s/4.;
float prev = 0.;
float tw = 0.;
for (int i = 0; i < 18; ++i) {
float mag = dot(p, p);
p = abs(p) / mag + vec3(-.5, -.4, -1.5);
float w = exp(-float(i) / 7.);
accum += w * exp(-strength * pow(abs(mag - prev), 2.2));
tw += w;
prev = mag;
}
return max(0., 5. * accum / tw - .7);
}
vec3 nrand3( vec2 co )
{
vec3 a = fract( cos( co.x*8.3e-3 + co.y )*vec3(1.3e5, 4.7e5, 2.9e5) );
vec3 b = fract( sin( co.x*0.3e-3 + co.y )*vec3(8.1e5, 1.0e5, 0.1e5) );
vec3 c = mix(a, b, 0.5);
return c;
}
void main() {
vec2 uv = 2. * gl_FragCoord.xy / resolution.xy - 1.;
vec2 uvs = uv * resolution.xy / max(resolution.x, resolution.y);
vec3 p = vec3(uvs / 4., 0) + vec3(1., -1.3, 0.);
p += .2 * vec3(sin(time / 16.), sin(time / 12.), sin(time / 128.));
float freqs[4];
//Sound
freqs[0] = texture2D( tex[0], vec2( 0.01, 0.25 ) ).x;
freqs[1] = texture2D( tex[1], vec2( 0.07, 0.25 ) ).x;
freqs[2] = texture2D( tex[2], vec2( 0.15, 0.25 ) ).x;
freqs[3] = texture2D( tex[3], vec2( 0.30, 0.25 ) ).x;
// freqs[0] = texture2D( iChannel0, vec2( 0.01, 0.25 ) ).x;
// freqs[1] = texture2D( iChannel0, vec2( 0.07, 0.25 ) ).x;
// freqs[2] = texture2D( iChannel0, vec2( 0.15, 0.25 ) ).x;
// freqs[3] = texture2D( iChannel0, vec2( 0.30, 0.25 ) ).x;
float t = field(p,freqs[2]);
float v = (1. - exp((abs(uv.x) - 1.) * 6.)) * (1. - exp((abs(uv.y) - 1.) * 6.));
//Second Layer
vec3 p2 = vec3(uvs / (4.+sin(time*0.11)*0.2+0.2+sin(time*0.15)*0.3+0.4), 1.5) + vec3(2., -1.3, -1.);
p2 += 0.25 * vec3(sin(time / 16.), sin(time / 12.), sin(time / 128.));
float t2 = field2(p2,freqs[3]);
vec4 c2 = mix(.4, 1., v) * vec4(1.3 * t2 * t2 * t2 ,1.8 * t2 * t2 , t2* freqs[0], t2);
//Let's add some stars
//Thanks to http://glsl.heroku.com/e#6904.0
vec2 seed = p.xy * 2.0;
seed = floor(seed * resolution.x);
vec3 rnd = nrand3( seed );
vec4 starcolor = vec4(pow(rnd.y,40.0));
//Second Layer
vec2 seed2 = p2.xy * 2.0;
seed2 = floor(seed2 * resolution.x);
vec3 rnd2 = nrand3( seed2 );
starcolor += vec4(pow(rnd2.y,40.0));
gl_FragColor = mix(freqs[3]-.3, 1., v) * vec4(1.5*freqs[2] * t * t* t , 1.2*freqs[1] * t * t, freqs[3]*t, 1.0)+c2+starcolor;
}
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