378 lines
8.7 KiB
GLSL
378 lines
8.7 KiB
GLSL
// sligltly modified version of https://www.shadertoy.com/view/DsVSDV
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// The only changes are done in the mainImage function
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// Ive added comments on what to modify
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// works really well with most colorschemes
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#define Rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))
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#define antialiasing(n) n/min(iResolution.y,iResolution.x)
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#define S(d,b) smoothstep(antialiasing(3.0),b,d)
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#define B(p,s) max(abs(p).x-s.x,abs(p).y-s.y)
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#define deg45 .707
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#define R45(p) (( p + vec2(p.y,-p.x) ) *deg45)
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#define Tri(p,s) max(R45(p).x,max(R45(p).y,B(p,s)))
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#define DF(a,b) length(a) * cos( mod( atan(a.y,a.x)+6.28/(b*8.0), 6.28/((b*8.0)*0.5))+(b-1.)*6.28/(b*8.0) + vec2(0,11) )
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float random (vec2 p) {
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return fract(sin(dot(p.xy, vec2(12.9898,78.233)))* 43758.5453123);
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}
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float innerGear(vec2 p, float dir){
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p*=Rot(radians(-iTime*45.+45.)*dir);
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vec2 prevP = p;
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//p*=Rot(radians(iTime*45.+20.));
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p = DF(p,7.);
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p-=vec2(0.24);
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p*=Rot(deg45);
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float d = B(p,vec2(0.01,0.06));
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p = prevP;
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float d2 = abs(length(p)-0.42)-0.02;
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d = min(d,d2);
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d2 = abs(length(p)-0.578)-0.02;
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d = min(d,d2);
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d2 = abs(length(p)-0.499)-0.005;
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d = min(d,d2);
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p = DF(p,7.);
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p-=vec2(0.43);
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p*=Rot(deg45);
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d2 = B(p,vec2(0.01,0.04));
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d = min(d,d2);
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return d;
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}
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vec3 pattern1(vec2 p, vec3 col, float dir){
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vec2 prevP = p;
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float size = 0.499;
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float thick = 0.15;
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p+=vec2(size);
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float d = abs(length(p)-size)-thick;
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d = max(d,innerGear(p,dir));
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col = mix(col,vec3(1.),S(d,0.0));
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p = prevP;
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p-=vec2(size);
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d = abs(length(p)-size)-thick;
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d = max(d,innerGear(p,dir));
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col = mix(col,vec3(1.),S(d,0.0));
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return col;
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}
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vec3 pattern2(vec2 p, vec3 col, float dir){
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vec2 prevP = p;
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float size = 0.33;
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float thick = 0.15;
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float thift = 0.0;
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float speed = 0.3;
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p-=vec2(size,0.);
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float d = B(p,vec2(size,thick));
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p.x+=thift;
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p.x-=iTime*speed*dir;
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p.x=mod(p.x,0.08)-0.04;
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d = max(d,B(p,vec2(0.011,thick)));
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p = prevP;
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d = max(-(abs(p.y)-0.1),d);
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//d = min(B(p,vec2(1.,0.1)),d);
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p.y=abs(p.y)-0.079;
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d = min(B(p,vec2(1.,0.02)),d);
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p = prevP;
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p-=vec2(0.0,size);
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float d2 = B(p,vec2(thick,size));
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p.y+=thift;
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p.y+=iTime*speed*dir;
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p.y=mod(p.y,0.08)-0.04;
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d2 = max(d2,B(p,vec2(thick,0.011)));
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p = prevP;
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d2 = max(-(abs(p.x)-0.1),d2);
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d2 = min(B(p,vec2(0.005,1.)),d2);
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p.x=abs(p.x)-0.079;
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d2 = min(B(p,vec2(0.02,1.)),d2);
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d = min(d,d2);
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p = prevP;
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p+=vec2(0.0,size);
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d2 = B(p,vec2(thick,size));
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p.y+=thift;
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p.y-=iTime*speed*dir;
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p.y=mod(p.y,0.08)-0.04;
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d2 = max(d2,B(p,vec2(thick,0.011)));
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p = prevP;
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d2 = max(-(abs(p.x)-0.1),d2);
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d2 = min(B(p,vec2(0.005,1.)),d2);
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p.x=abs(p.x)-0.079;
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d2 = min(B(p,vec2(0.02,1.)),d2);
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d = min(d,d2);
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p = prevP;
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p+=vec2(size,0.0);
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d2 = B(p,vec2(size,thick));
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p.x+=thift;
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p.x+=iTime*speed*dir;
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p.x=mod(p.x,0.08)-0.04;
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d2 = max(d2,B(p,vec2(0.011,thick)));
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d = min(d,d2);
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p = prevP;
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d = max(-(abs(p.y)-0.1),d);
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d = min(B(p,vec2(1.,0.005)),d);
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p.y=abs(p.y)-0.079;
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d = min(B(p,vec2(1.,0.02)),d);
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p = prevP;
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d2 = abs(B(p,vec2(size*0.3)))-0.05;
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d = min(d,d2);
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col = mix(col,vec3(1.),S(d,0.0));
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d = B(p,vec2(0.08));
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col = mix(col,vec3(0.),S(d,0.0));
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p*=Rot(radians(60.*iTime*dir));
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d = B(p,vec2(0.03));
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col = mix(col,vec3(1.),S(d,0.0));
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return col;
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}
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vec3 drawBelt(vec2 p, vec3 col, float size){
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vec2 prevP = p;
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p*=size;
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vec2 id = floor(p);
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vec2 gr = fract(p)-0.5;
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float dir = mod(id.x+id.y,2.)*2.-1.;
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float n = random(id);
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if(n<0.5){
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if(n<0.25){
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gr.x*=-1.;
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}
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col = pattern1(gr,col,dir);
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} else {
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if(n>0.75){
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gr.x*=-1.;
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}
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col = pattern2(gr,col,dir);
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}
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return col;
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}
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vec3 gear(vec2 p, vec3 col, float dir){
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vec2 prevP = p;
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p*=Rot(radians(iTime*45.+13.)*-dir);
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p = DF(p,7.);
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p-=vec2(0.23);
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p*=Rot(deg45);
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float d = B(p,vec2(0.01,0.04));
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p = prevP;
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float d2 = abs(length(p)-0.29)-0.02;
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d = min(d,d2);
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col = mix(col,vec3(1.),S(d,0.0));
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p*=Rot(radians(iTime*30.-30.)*dir);
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p = DF(p,6.);
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p-=vec2(0.14);
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p*=Rot(radians(45.));
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d = B(p,vec2(0.01,0.03));
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p = prevP;
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d2 =abs( length(p)-0.1)-0.02;
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p*=Rot(radians(iTime*25.+30.)*-dir);
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d2 = max(-(abs(p.x)-0.05),d2);
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d = min(d,d2);
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col = mix(col,vec3(1.),S(d,0.0));
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return col;
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}
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vec3 item0(vec2 p, vec3 col, float dir){
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vec2 prevP = p;
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p.x*=dir;
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p*=Rot(radians(iTime*30.+30.));
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float d = abs(length(p)-0.2)-0.05;
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col = mix(col,vec3(0.3),S(d,0.0));
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d = abs(length(p)-0.2)-0.05;
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d = max(-p.x,d);
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float a = clamp(atan(p.x,p.y)*0.5,0.3,1.);
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col = mix(col,vec3(a),S(d,0.0));
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return col;
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}
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vec3 item1(vec2 p, vec3 col, float dir){
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p.x*=dir;
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vec2 prevP = p;
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p*=Rot(radians(iTime*30.+30.));
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float d = abs(length(p)-0.25)-0.04;
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d = abs(max((abs(p.y)-0.15),d))-0.005;
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float d2 = abs(length(p)-0.25)-0.01;
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d2 = max((abs(p.y)-0.12),d2);
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d = min(d,d2);
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d2 = abs(length(p)-0.27)-0.01;
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d2 = max(-(abs(p.y)-0.22),d2);
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d = min(d,d2);
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d2 = B(p,vec2(0.01,0.32));
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d2 = max(-(abs(p.y)-0.22),d2);
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d = min(d,d2);
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p = prevP;
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p*=Rot(radians(iTime*-20.+30.));
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p = DF(p,2.);
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p-=vec2(0.105);
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p*=Rot(radians(45.));
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d2 = B(p,vec2(0.03,0.01));
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d = min(d,d2);
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p = prevP;
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d2 = abs(length(p)-0.09)-0.005;
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d2 = max(-(abs(p.x)-0.03),d2);
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d2 = max(-(abs(p.y)-0.03),d2);
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d = min(d,d2);
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col = mix(col,vec3(0.6),S(d,0.0));
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return col;
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}
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vec3 item2(vec2 p, vec3 col, float dir){
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p.x*=dir;
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p*=Rot(radians(iTime*50.-10.));
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vec2 prevP = p;
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float d = abs(length(p)-0.15)-0.005;
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float d2 = abs(length(p)-0.2)-0.01;
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d2 = max((abs(p.y)-0.15),d2);
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d = min(d,d2);
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p = DF(p,1.);
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p-=vec2(0.13);
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p*=Rot(radians(45.));
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d2 = B(p,vec2(0.008,0.1));
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d = min(d,d2);
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p = prevP;
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p = DF(p,4.);
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p-=vec2(0.18);
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p*=Rot(radians(45.));
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d2 = B(p,vec2(0.005,0.02));
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d = min(d,d2);
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col = mix(col,vec3(0.6),S(d,0.0));
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return col;
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}
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float needle(vec2 p){
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p.y-=0.05;
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p*=1.5;
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vec2 prevP = p;
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p.y-=0.3;
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p.x*=6.;
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float d = Tri(p,vec2(0.3));
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p = prevP;
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p.y+=0.1;
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p.x*=2.;
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p.y*=-1.;
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float d2 = Tri(p,vec2(0.1));
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d = min(d,d2);
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return d;
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}
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vec3 item3(vec2 p, vec3 col, float dir){
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p*=Rot(radians(sin(iTime*dir)*120.));
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vec2 prevP = p;
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p.y= abs(p.y)-0.05;
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float d = needle(p);
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p = prevP;
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float d2 = abs(length(p)-0.1)-0.003;
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d2 = max(-(abs(p.x)-0.05),d2);
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d = min(d,d2);
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d2 = abs(length(p)-0.2)-0.005;
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d2 = max(-(abs(p.x)-0.08),d2);
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d = min(d,d2);
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p = DF(p,4.);
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p-=vec2(0.18);
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d2 = length(p)-0.01;
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p = prevP;
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d2 = max(-(abs(p.x)-0.03),d2);
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d = min(d,d2);
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col = mix(col,vec3(0.6),S(d,0.0));
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return col;
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}
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vec3 drawGearsAndItems(vec2 p, vec3 col, float size){
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vec2 prevP = p;
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p*=size;
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p+=vec2(0.5);
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vec2 id = floor(p);
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vec2 gr = fract(p)-0.5;
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float n = random(id);
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float dir = mod(id.x+id.y,2.)*2.-1.;
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if(n<0.3){
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col = gear(gr,col,dir);
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} else if(n>=0.3 && n<0.5){
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col = item0(gr,col,dir);
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} else if(n>=0.5 && n<0.7){
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col = item1(gr,col,dir);
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} else if(n>=0.7 && n<0.8) {
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col = item2(gr,col,dir);
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} else if(n>=0.8){
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col = item3(gr,col,dir);
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}
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return col;
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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 p = (fragCoord-0.5*iResolution.xy)/iResolution.y;
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// set speed of downwards motion
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p.y+=iTime*0.02;
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float size = 4.;
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vec3 col = vec3(0.);
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// Modify the colors to be darker by multiplying with a small factor
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vec3 darkFactor = vec3(.5); // This makes everything 50% as bright
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// Get the original colors but make them darker
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col = drawBelt(p, col, size) * darkFactor;
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col = drawGearsAndItems(p, col, size) * darkFactor;
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// Additional option: you can add a color tint to make it less stark white
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vec3 tint = vec3(0.1, 0.12, 0.15); // Slight blue-ish dark tint
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col = col * tint;
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vec2 uv = fragCoord/iResolution.xy;
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vec4 terminalColor = texture(iChannel0, uv);
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// Blend with reduced opacity for the shader elements
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vec3 blendedColor = terminalColor.rgb + col.rgb * 0.7; // Reduced blend factor
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fragColor = vec4(blendedColor, terminalColor.a);
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}
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