Created
November 2, 2023 19:41
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// Star Nest by Pablo Roman Andrioli | |
// Ported to Godot by Lyagva | |
// License: MIT | |
shader_type canvas_item; | |
uniform int iterations = 17; | |
uniform float formuparam = 0.53; | |
uniform int volsteps = 10; | |
uniform float stepsize = 0.1; | |
uniform float zoom = 0.800; | |
uniform float tile = 0.850; | |
uniform vec3 speed = vec3(0.0, 3, 1); | |
uniform float brightness = 0.0015; | |
uniform float darkmatter = 0.300; | |
uniform float distfading = 0.730; | |
uniform float saturation = 0.850; | |
uniform vec2 rotation; | |
uniform sampler2D coloramp; | |
uniform float colorampMix = .5; | |
uniform bool isColoramp; | |
void fragment() | |
{ | |
vec2 fragCoord = FRAGCOORD.xy; | |
vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE; | |
//get coords and direction | |
vec2 uv=fragCoord.xy/iResolution.xy-.5; | |
uv.y*=iResolution.y/iResolution.x; | |
vec3 dir=vec3(uv*zoom,1.); | |
vec3 time=vec3(speed * TIME * 0.001); | |
//mouse rotation | |
float a1 = .5 + rotation.x / iResolution.x * 2.; | |
float a2 = .8 + rotation.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.xz *= rot1; | |
dir.xy *= rot2; | |
vec3 from = vec3(1.,.5,0.5); | |
from += time; | |
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*.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*=a*a; // 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*0.01*fade; // coloring based on distance | |
fade*=distfading; // distance fading | |
s+=stepsize; | |
} | |
v=mix(vec3(length(v)),v,saturation); //color adjust | |
COLOR = vec4(v*.01,1.); | |
if (isColoramp) { | |
COLOR += texture(coloramp, vec2(v.r * .01, 0.)) * colorampMix; | |
} | |
} |
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