forked from goliath/shadermeh
66 lines
No EOL
1.3 KiB
GLSL
66 lines
No EOL
1.3 KiB
GLSL
vec3 palette(float d){
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return mix(vec3(0.2,0.7,0.9),vec3(1.,0.,1.),d);
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}
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vec2 rotate(vec2 p,float a){
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float c = cos(a);
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float s = sin(a);
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return p*mat2(c,s,-s,c);
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}
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float map(vec3 p){
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for( int i = 0; i<8; ++i){
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float t = iTime*0.2;
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p.xz =rotate(p.xz,t);
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p.xy =rotate(p.xy,t*1.89);
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p.xz = abs(p.xz);
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p.xz-=.5;
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}
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return dot(sign(p),p)/5.;
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}
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vec4 rm (vec3 ro, vec3 rd){
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float t = 0.;
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vec3 col = vec3(0.);
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float d;
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for(float i =0.; i<64.; i++){
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vec3 p = ro + rd*t;
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d = map(p)*.5;
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if(d<0.02){
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break;
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}
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if(d>100.){
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break;
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}
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//col+=vec3(0.6,0.8,0.8)/(400.*(d));
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col+=palette(length(p)*.1)/(400.*(d));
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t+=d;
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}
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return vec4(col,1./(d*100.));
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = (fragCoord-(iResolution.xy/2.))/iResolution.x;
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vec3 ro = vec3(0.,0.,-50.);
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ro.xz = rotate(ro.xz,iTime);
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vec3 cf = normalize(-ro);
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vec3 cs = normalize(cross(cf,vec3(0.,1.,0.)));
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vec3 cu = normalize(cross(cf,cs));
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vec3 uuv = ro+cf*3. + uv.x*cs + uv.y*cu;
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vec3 rd = normalize(uuv-ro);
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vec4 col = rm(ro,rd);
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fragColor = col;
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}
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/** SHADERDATA
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{
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"title": "fractal pyramid",
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"description": "",
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"model": "car"
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}
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*/ |