Created
July 19, 2019 10:08
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#version 150 | |
uniform float time; | |
uniform vec2 resolution; | |
uniform vec2 mouse; | |
uniform vec3 spectrum; | |
uniform sampler2D texture0; | |
uniform sampler2D texture1; | |
uniform sampler2D texture2; | |
uniform sampler2D texture3; | |
uniform sampler2D prevFrame; | |
uniform sampler2D prevPass; | |
in VertexData | |
{ | |
vec4 v_position; | |
vec3 v_normal; | |
vec2 v_texcoord; | |
} inData; | |
out vec4 fragColor; | |
float softBox(vec2 p, float sz) | |
{ | |
p *= p; | |
p *= p; | |
float l8 = dot(p, p); | |
return pow(l8, 1.0/8.) - sz; | |
} | |
float sphere(vec2 p, float sz) | |
{ | |
return length(p) - sz; | |
} | |
float plane(vec2 p, vec2 n, float m) | |
{ | |
return dot(p, n) + m; | |
} | |
void rot(inout vec2 p, float a) | |
{ | |
float c = cos(a); | |
float s = sin(a); | |
p = vec2(c*p.x + s*p.y, -s*p.x + c*p.y); | |
} | |
#define PI 3.141592654 | |
#define TAU (2.0*PI) | |
#define PHI (.5*(1.+sqrt(5.))) | |
const vec2 n1 = normalize(vec2(-PHI+1.294, 1)); | |
const vec2 n2 = normalize(vec2(1, -PHI)); | |
void sphere_fold(inout vec2 z, inout float dz) | |
{ | |
float fixed_radius2 = 1.9; | |
float min_radius2 = 0.1; | |
float r2 = dot(z, z); | |
if(r2 < min_radius2) | |
{ | |
float temp = (fixed_radius2 / min_radius2); | |
z *= temp; | |
dz *= temp; | |
} | |
else if(r2 < fixed_radius2) | |
{ | |
float temp = (fixed_radius2 / r2); | |
z *= temp; | |
dz *= temp; | |
} | |
} | |
vec2 sphereFold(vec2 p, vec2 c, float r) | |
{ | |
vec2 d = p - c; | |
float l = length(d); | |
if (l > r) | |
{ | |
p = c + (r - tanh((l - r)/r))*normalize(d); | |
} | |
return p; | |
} | |
vec2 sphereFoldq(vec2 p, vec2 c, float r) | |
{ | |
vec2 d = p - c; | |
float l = length(d); | |
if (l < r) | |
{ | |
p = c + (r + (r - l))*normalize(d); | |
} | |
return p; | |
} | |
float wheels(vec2 uv) | |
{ | |
uv *= 2; | |
float t; | |
vec2 n1 = n1; | |
vec2 n2 = n2; | |
rot(n2, time); | |
t = dot(n2, uv)-1.5; if(t > 0) uv -= 2.0*t*n2; | |
t = dot(n1, uv)-0.0; if(t > 0) uv -= 2.0*t*n1; | |
uv = abs(uv); | |
t = dot(n1, uv); if(t > 0) uv -= 2.0*t*n1; | |
uv = abs(uv); | |
t = dot(n1, uv); if(t > 0) uv -= 2.0*t*n1; | |
//t = dot(n2, uv) - sqrt(0.04); if(t > 0) uv -= 2.0*t*n2; | |
//uv = -abs(uv); | |
float d = softBox(uv - vec2(1,0), 0.25); | |
d = min(d,plane(uv, normalize(vec2(1, 0.0)), -0.5)); | |
float dd = plane(uv, normalize(vec2(1, 0.0)), -1.4); | |
dd = max(-dd, plane(uv, normalize(vec2(1, 0.0)), -1.5)); | |
d = min(dd, d); | |
return d; | |
} | |
vec2 mod2(inout vec2 p, vec2 size) { | |
vec2 c = floor((p + size*0.5)/size); | |
p = mod(p + size*0.5,size) - size*0.5; | |
return c; | |
} | |
float test(vec2 uv) | |
{ | |
uv *= 3.0; | |
float sz = 1.0; | |
float d = 1000.0; | |
for(int i = 0; i < 8; ++i) | |
{ | |
uv = abs(uv); | |
float t; | |
vec2 n1 = n1; | |
vec2 n2 = n2; | |
rot(n1, 0.05*sin(sqrt(2)*time)); | |
rot(n2, 0.05*sin(time)); | |
t = dot(n1, uv); if(t > 0) uv -= 2.0*t*n1; | |
t = dot(n2, uv); if(t > 0) uv -= 2.0*t*n2; | |
uv -= vec2(0.9)*sz; | |
sz *= 0.8; | |
d = min(d, sphere(uv, 1.3)); | |
d = min(d, -plane(uv, n2, 1)); | |
} | |
return d+1.2; | |
} | |
void main(void) | |
{ | |
vec2 uv = -1. + 2. * inData.v_texcoord; | |
uv.x *= resolution.x/resolution.y; | |
float d = test(uv); | |
float p = mod(d, 0.1); | |
vec3 col = abs(p) < 0.01 ? vec3(0.25, 0.5, exp(-15*d*d)) : vec3(0); | |
if (d < 0) col.xz = col.zx; | |
col = abs(d) < 0.02 ? vec3(1) : col; | |
fragColor = vec4(col, 1); | |
} |
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