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Plasma Globe.sksl
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Plasma Globe.sksl
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uniform float3 iResolution; // Viewport resolution (pixels)
uniform float iTime; // Shader playback time (s)
uniform float4 iMouse; // Mouse drag pos=.xy Click pos=.zw (pixels)
uniform float3 iImage1Resolution; // iImage1 resolution (pixels)
uniform shader iImage1; // An input image.
// Plasma Globe by nimitz (twitter: @stormoid)
// https://www.shadertoy.com/view/XsjXRm
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
// Contact the author for other licensing options
//looks best with around 25 rays
const float NUM_RAYS = 13.;
const int VOLUMETRIC_STEPS = 19;
const int MAX_ITER = 35;
const float FAR = 6.;
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);}
float noise( in float x ){ return iImage1.eval(vec2(x * 0.01, 1.0)).x; }
float hash( float n ){return fract(sin(n)*43758.5453);}
float noise(in vec3 p)
{
vec3 ip = floor(p);
vec3 fp = fract(p);
fp = fp*fp*(3.0-2.0*fp);
vec2 tap = (ip.xy+vec2(37.0,17.0)*ip.z) + fp.xy;
vec2 rg = iImage1.eval(((tap + 0.5) / 256.0) * iImage1Resolution.xy).yx;
return mix(rg.x, rg.y, fp.z);
}
mat3 m3 = mat3( 0.00, 0.80, 0.60,
-0.80, 0.36, -0.48,
-0.60, -0.48, 0.64 );
//See: https://www.shadertoy.com/view/XdfXRj
float flow(in vec3 p, in float t)
{
float z=2.;
float rz = 0.;
vec3 bp = p;
for (float i= 1.;i < 5.;i++ )
{
p += (iTime*1.1)*.1;
rz+= (sin(noise(p+t*0.8)*6.)*0.5+0.5) /z;
p = mix(bp,p,0.6);
z *= 2.;
p *= 2.01;
p*= m3;
}
return rz;
}
//could be improved
float sins(in float x)
{
float rz = 0.;
float z = 2.;
for (float i= 0.;i < 3.;i++ )
{
rz += abs(fract(x*1.4)-0.5)/z;
x *= 1.3;
z *= 1.15;
x -= (iTime*1.1)*.65*z;
}
return rz;
}
float segm( vec3 p, vec3 a, vec3 b)
{
vec3 pa = p - a;
vec3 ba = b - a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1. );
return length( pa - ba*h )*.5;
}
vec3 path(in float i, in float d)
{
vec3 en = vec3(0.,0.,1.);
float sns2 = sins(d+i*0.5)*0.22;
float sns = sins(d+i*.6)*0.21;
en.xz *= mm2((hash(i*10.569)-.5)*6.2+sns2);
en.xy *= mm2((hash(i*4.732)-.5)*6.2+sns);
return en;
}
vec2 map(vec3 p, float i)
{
float lp = length(p);
vec3 bg = vec3(0.);
vec3 en = path(i,lp);
float ins = smoothstep(0.11,.46,lp);
float outs = .15+smoothstep(.0,.15,abs(lp-1.));
p *= ins*outs;
float id = ins*outs;
float rz = segm(p, bg, en)-0.011;
return vec2(rz,id);
}
float march(in vec3 ro, in vec3 rd, in float startf, in float maxd, in float j)
{
float precis = 0.001;
float h=0.5;
float d = startf;
for( int i=0; i<MAX_ITER; i++ )
{
if( abs(h)<precis||d>maxd ) break;
d += h*1.2;
float res = map(ro+rd*d, j).x;
h = res;
}
return d;
}
//volumetric marching
vec3 vmarch(in vec3 ro, in vec3 rd, in float j, in vec3 orig)
{
vec3 p = ro;
vec2 r = vec2(0.);
vec3 sum = vec3(0);
float w = 0.;
for( int i=0; i<VOLUMETRIC_STEPS; i++ )
{
r = map(p,j);
p += rd*.03;
float lp = length(p);
vec3 col = sin(vec3(1.05,2.5,1.52)*3.94+r.y)*.85+0.4;
col.rgb *= smoothstep(.0,.015,-r.x);
col *= smoothstep(0.04,.2,abs(lp-1.1));
col *= smoothstep(0.1,.34,lp);
sum += abs(col)*5. * (1.2-noise(lp*2.+j*13.+(iTime*1.1)*5.)*1.1) / (log(distance(p,orig)-2.)+.75);
}
return sum;
}
//returns both collision dists of unit sphere
vec2 iSphere2(in vec3 ro, in vec3 rd)
{
vec3 oc = ro;
float b = dot(oc, rd);
float c = dot(oc,oc) - 1.;
float h = b*b - c;
if(h <0.0) return vec2(-1.);
else return vec2((-b - sqrt(h)), (-b + sqrt(h)));
}
vec4 main( in vec2 fragCoord )
{
vec2 p = fragCoord.xy/iResolution.xy-0.5;
p.x*=iResolution.x/iResolution.y;
vec2 um = iMouse.xy / iResolution.xy-.5;
//camera
vec3 ro = vec3(0.,0.,5.);
vec3 rd = normalize(vec3(p*.7,-1.5));
mat2 mx = mm2((iTime*1.1)*.4+um.x*6.);
mat2 my = mm2((iTime*1.1)*0.3+um.y*6.);
ro.xz *= mx;rd.xz *= mx;
ro.xy *= my;rd.xy *= my;
vec3 bro = ro;
vec3 brd = rd;
vec3 col = vec3(0.0125,0.,0.025);
/*
for (float j = 1.;j<NUM_RAYS+1.;j++)
{
ro = bro;
rd = brd;
mat2 mm = mm2(((iTime*1.1)*0.1+((j+1.)*5.1))*j*0.25);
ro.xy *= mm;rd.xy *= mm;
ro.xz *= mm;rd.xz *= mm;
float rz = march(ro,rd,2.5,FAR,j);
if ( rz >= FAR)continue;
vec3 pos = ro+rz*rd;
col = max(col,vmarch(pos,rd,j, bro));
}
*/
ro = bro;
rd = brd;
vec2 sph = iSphere2(ro,rd);
if (sph.x > 0.)
{
vec3 pos = ro+rd*sph.x;
vec3 pos2 = ro+rd*sph.y;
vec3 rf = reflect( rd, pos );
vec3 rf2 = reflect( rd, pos2 );
float nz = (-log(abs(flow(rf*1.2,(iTime*1.1))-.01)));
float nz2 = (-log(abs(flow(rf2*1.2,-(iTime*1.1))-.01)));
col += (0.1*nz*nz* vec3(0.12,0.12,.5) + 0.05*nz2*nz2*vec3(0.55,0.2,.55))*0.8;
}
return( vec4(col*1.3, 1.0));
}