star_nest.glsl Full Listing#
star_nest.glsl#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 | // Star Nest by Pablo Roman Andrioli // This content is under the MIT License. // Source : https://www.shadertoy.com/view/XlfGRj #define iterations 17 #define formuparam 0.53 #define volsteps 20 #define stepsize 0.1 #define zoom 0.800 #define tile 0.850 #define speed 0.010 #define brightness 0.0015 #define darkmatter 0.300 #define distfading 0.730 #define saturation 0.850 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { //get coords and direction vec2 uv=fragCoord.xy/iResolution.xy-.5; uv.y*=iResolution.y/iResolution.x; vec3 dir=vec3(uv*zoom,1.); float time=iTime*speed+.25; //mouse rotation float a1=.5+iMouse.x/iResolution.x*2.; float a2=.8+iMouse.y/iResolution.y*2.; mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1)); mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2)); dir.xz*=rot1; dir.xy*=rot2; vec3 from=vec3(1.,.5,0.5); from+=vec3(time*2.,time,-2.); 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*fade; // coloring based on distance fade*=distfading; // distance fading s+=stepsize; } v=mix(vec3(length(v)),v,saturation); //color adjust fragColor = vec4(v*.01,1.); } |