cyber_fuji_2020.glsl Full Listing

cyber_fuji_2020.glsl
1// Fractal Pyramid by kaiware007
2// Source : https://www.shadertoy.com/view/Wt33Wf
3
4float sun(vec2 uv, float battery)
5{
6 float val = smoothstep(0.3, 0.29, length(uv));
7 float bloom = smoothstep(0.7, 0.0, length(uv));
8 float cut = 3.0 * sin((uv.y + iTime * 0.2 * (battery + 0.02)) * 100.0)
9 + clamp(uv.y * 14.0 + 1.0, -6.0, 6.0);
10 cut = clamp(cut, 0.0, 1.0);
11 return clamp(val * cut, 0.0, 1.0) + bloom * 0.6;
12}
13
14float grid(vec2 uv, float battery)
15{
16 vec2 size = vec2(uv.y, uv.y * uv.y * 0.2) * 0.01;
17 uv += vec2(0.0, iTime * 4.0 * (battery + 0.05));
18 uv = abs(fract(uv) - 0.5);
19 vec2 lines = smoothstep(size, vec2(0.0), uv);
20 lines += smoothstep(size * 5.0, vec2(0.0), uv) * 0.4 * battery;
21 return clamp(lines.x + lines.y, 0.0, 3.0);
22}
23
24float dot2(in vec2 v ) { return dot(v,v); }
25
26float sdTrapezoid( in vec2 p, in float r1, float r2, float he )
27{
28 vec2 k1 = vec2(r2,he);
29 vec2 k2 = vec2(r2-r1,2.0*he);
30 p.x = abs(p.x);
31 vec2 ca = vec2(p.x-min(p.x,(p.y<0.0)?r1:r2), abs(p.y)-he);
32 vec2 cb = p - k1 + k2*clamp( dot(k1-p,k2)/dot2(k2), 0.0, 1.0 );
33 float s = (cb.x<0.0 && ca.y<0.0) ? -1.0 : 1.0;
34 return s*sqrt( min(dot2(ca),dot2(cb)) );
35}
36
37float sdLine( in vec2 p, in vec2 a, in vec2 b )
38{
39 vec2 pa = p-a, ba = b-a;
40 float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
41 return length( pa - ba*h );
42}
43
44float sdBox( in vec2 p, in vec2 b )
45{
46 vec2 d = abs(p)-b;
47 return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0);
48}
49
50float opSmoothUnion(float d1, float d2, float k){
51 float h = clamp(0.5 + 0.5 * (d2 - d1) /k,0.0,1.0);
52 return mix(d2, d1 , h) - k * h * ( 1.0 - h);
53}
54
55float sdCloud(in vec2 p, in vec2 a1, in vec2 b1, in vec2 a2, in vec2 b2, float w)
56{
57 //float lineVal1 = smoothstep(w - 0.0001, w, sdLine(p, a1, b1));
58 float lineVal1 = sdLine(p, a1, b1);
59 float lineVal2 = sdLine(p, a2, b2);
60 vec2 ww = vec2(w*1.5, 0.0);
61 vec2 left = max(a1 + ww, a2 + ww);
62 vec2 right = min(b1 - ww, b2 - ww);
63 vec2 boxCenter = (left + right) * 0.5;
64 //float boxW = right.x - left.x;
65 float boxH = abs(a2.y - a1.y) * 0.5;
66 //float boxVal = sdBox(p - boxCenter, vec2(boxW, boxH)) + w;
67 float boxVal = sdBox(p - boxCenter, vec2(0.04, boxH)) + w;
68
69 float uniVal1 = opSmoothUnion(lineVal1, boxVal, 0.05);
70 float uniVal2 = opSmoothUnion(lineVal2, boxVal, 0.05);
71
72 return min(uniVal1, uniVal2);
73}
74
75void mainImage( out vec4 fragColor, in vec2 fragCoord )
76{
77 vec2 uv = (2.0 * fragCoord.xy - iResolution.xy)/iResolution.y;
78 float battery = 1.0;
79 //if (iMouse.x > 1.0 && iMouse.y > 1.0) battery = iMouse.y / iResolution.y;
80 //else battery = 0.8;
81
82 //if (abs(uv.x) < (9.0 / 16.0))
83 {
84 // Grid
85 float fog = smoothstep(0.1, -0.02, abs(uv.y + 0.2));
86 vec3 col = vec3(0.0, 0.1, 0.2);
87 if (uv.y < -0.2)
88 {
89 uv.y = 3.0 / (abs(uv.y + 0.2) + 0.05);
90 uv.x *= uv.y * 1.0;
91 float gridVal = grid(uv, battery);
92 col = mix(col, vec3(1.0, 0.5, 1.0), gridVal);
93 }
94 else
95 {
96 float fujiD = min(uv.y * 4.5 - 0.5, 1.0);
97 uv.y -= battery * 1.1 - 0.51;
98
99 vec2 sunUV = uv;
100 vec2 fujiUV = uv;
101
102 // Sun
103 sunUV += vec2(0.75, 0.2);
104 //uv.y -= 1.1 - 0.51;
105 col = vec3(1.0, 0.2, 1.0);
106 float sunVal = sun(sunUV, battery);
107
108 col = mix(col, vec3(1.0, 0.4, 0.1), sunUV.y * 2.0 + 0.2);
109 col = mix(vec3(0.0, 0.0, 0.0), col, sunVal);
110
111 // fuji
112 float fujiVal = sdTrapezoid( uv + vec2(-0.75+sunUV.y * 0.0, 0.5), 1.75 + pow(uv.y * uv.y, 2.1), 0.2, 0.5);
113 float waveVal = uv.y + sin(uv.x * 20.0 + iTime * 2.0) * 0.05 + 0.2;
114 float wave_width = smoothstep(0.0,0.01,(waveVal));
115
116 // fuji color
117 col = mix( col, mix(vec3(0.0, 0.0, 0.25), vec3(1.0, 0.0, 0.5), fujiD), step(fujiVal, 0.0));
118 // fuji top snow
119 col = mix( col, vec3(1.0, 0.5, 1.0), wave_width * step(fujiVal, 0.0));
120 // fuji outline
121 col = mix( col, vec3(1.0, 0.5, 1.0), 1.0-smoothstep(0.0,0.01,abs(fujiVal)) );
122 //col = mix( col, vec3(1.0, 1.0, 1.0), 1.0-smoothstep(0.03,0.04,abs(fujiVal)) );
123 //col = vec3(1.0, 1.0, 1.0) *(1.0-smoothstep(0.03,0.04,abs(fujiVal)));
124
125 // horizon color
126 col += mix( col, mix(vec3(1.0, 0.12, 0.8), vec3(0.0, 0.0, 0.2), clamp(uv.y * 3.5 + 3.0, 0.0, 1.0)), step(0.0, fujiVal) );
127
128 // cloud
129 vec2 cloudUV = uv;
130 cloudUV.x = mod(cloudUV.x + iTime * 0.1, 4.0) - 2.0;
131 float cloudTime = iTime * 0.5;
132 float cloudY = -0.5;
133 float cloudVal1 = sdCloud(cloudUV,
134 vec2(0.1 + sin(cloudTime + 140.5)*0.1,cloudY),
135 vec2(1.05 + cos(cloudTime * 0.9 - 36.56) * 0.1, cloudY),
136 vec2(0.2 + cos(cloudTime * 0.867 + 387.165) * 0.1,0.25+cloudY),
137 vec2(0.5 + cos(cloudTime * 0.9675 - 15.162) * 0.09, 0.25+cloudY), 0.075);
138 cloudY = -0.6;
139 float cloudVal2 = sdCloud(cloudUV,
140 vec2(-0.9 + cos(cloudTime * 1.02 + 541.75) * 0.1,cloudY),
141 vec2(-0.5 + sin(cloudTime * 0.9 - 316.56) * 0.1, cloudY),
142 vec2(-1.5 + cos(cloudTime * 0.867 + 37.165) * 0.1,0.25+cloudY),
143 vec2(-0.6 + sin(cloudTime * 0.9675 + 665.162) * 0.09, 0.25+cloudY), 0.075);
144
145 float cloudVal = min(cloudVal1, cloudVal2);
146
147 //col = mix(col, vec3(1.0,1.0,0.0), smoothstep(0.0751, 0.075, cloudVal));
148 col = mix(col, vec3(0.0, 0.0, 0.2), 1.0 - smoothstep(0.075 - 0.0001, 0.075, cloudVal));
149 col += vec3(1.0, 1.0, 1.0)*(1.0 - smoothstep(0.0,0.01,abs(cloudVal - 0.075)));
150 }
151
152 col += fog * fog * fog;
153 col = mix(vec3(col.r, col.r, col.r) * 0.5, col, battery * 0.7);
154
155 fragColor = vec4(col,1.0);
156 }
157 //else fragColor = vec4(0.0);
158}