// credits: https://github.com/rymdlego const float speed = 0.2; const float cube_size = 1.0; const float cube_brightness = 1.0; const float cube_rotation_speed = 2.8; const float camera_rotation_speed = 0.1; mat3 rotationMatrix(vec3 m,float a) { m = normalize(m); float c = cos(a),s=sin(a); return mat3(c+(1.-c)*m.x*m.x, (1.-c)*m.x*m.y-s*m.z, (1.-c)*m.x*m.z+s*m.y, (1.-c)*m.x*m.y+s*m.z, c+(1.-c)*m.y*m.y, (1.-c)*m.y*m.z-s*m.x, (1.-c)*m.x*m.z-s*m.y, (1.-c)*m.y*m.z+s*m.x, c+(1.-c)*m.z*m.z); } float sphere(vec3 pos, float radius) { return length(pos) - radius; } float box(vec3 pos, vec3 size) { float t = iTime; pos = pos * 0.9 * rotationMatrix(vec3(sin(t/4.0*speed)*10.,cos(t/4.0*speed)*12.,2.7), t*2.4/4.0*speed*cube_rotation_speed); return length(max(abs(pos) - size, 0.0)); } float distfunc(vec3 pos) { float t = iTime; float size = 0.45 + 0.25*abs(16.0*sin(t*speed/4.0)); // float size = 2.3 + 1.8*tan((t-5.4)*6.549); size = cube_size * 0.16 * clamp(size, 2.0, 4.0); //pos = pos * rotationMatrix(vec3(0.,-3.,0.7), 3.3 * mod(t/30.0, 4.0)); vec3 q = mod(pos, 5.0) - 2.5; float obj1 = box(q, vec3(size)); return obj1; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float t = iTime; vec2 screenPos = -1.0 + 2.0 * fragCoord.xy / iResolution.xy; screenPos.x *= iResolution.x / iResolution.y; vec3 cameraOrigin = vec3(t*1.0*speed, 0.0, 0.0); // vec3 cameraOrigin = vec3(t*1.8*speed, 3.0+t*0.02*speed, 0.0); vec3 cameraTarget = vec3(t*100., 0.0, 0.0); cameraTarget = vec3(t*20.0,0.0,0.0) * rotationMatrix(vec3(0.0,0.0,1.0), t*speed*camera_rotation_speed); vec3 upDirection = vec3(0.5, 1.0, 0.6); vec3 cameraDir = normalize(cameraTarget - cameraOrigin); vec3 cameraRight = normalize(cross(upDirection, cameraOrigin)); vec3 cameraUp = cross(cameraDir, cameraRight); vec3 rayDir = normalize(cameraRight * screenPos.x + cameraUp * screenPos.y + cameraDir); const int MAX_ITER = 64; const float MAX_DIST = 48.0; const float EPSILON = 0.001; float totalDist = 0.0; vec3 pos = cameraOrigin; float dist = EPSILON; for (int i = 0; i < MAX_ITER; i++) { if (dist < EPSILON || totalDist > MAX_DIST) break; dist = distfunc(pos); totalDist += dist; pos += dist*rayDir; } vec4 cubes; if (dist < EPSILON) { // Lighting Code vec2 eps = vec2(0.0, EPSILON); vec3 normal = normalize(vec3( distfunc(pos + eps.yxx) - distfunc(pos - eps.yxx), distfunc(pos + eps.xyx) - distfunc(pos - eps.xyx), distfunc(pos + eps.xxy) - distfunc(pos - eps.xxy))); float diffuse = max(0., dot(-rayDir, normal)); float specular = pow(diffuse, 32.0); vec3 color = vec3(diffuse + specular); vec3 cubeColor = vec3(abs(screenPos),0.5+0.5*sin(t*2.0))*0.8; cubeColor = mix(cubeColor.rgb, vec3(0.0,0.0,0.0), 1.0); color += cubeColor; cubes = vec4(color, 1.0) * vec4(1.0 - (totalDist/MAX_DIST)); cubes = vec4(cubes.rgb*0.02*cube_brightness, 0.1); } else { cubes = vec4(0.0); } vec2 uv = fragCoord/iResolution.xy; vec4 terminalColor = texture(iChannel0, uv); vec3 blendedColor = terminalColor.rgb + cubes.rgb; fragColor = vec4(blendedColor, terminalColor.a); }