//noise3.jpg //Plasma Globe by nimitz (twitter: @stormoid) //looks best with around 25 rays #define NUM_RAYS 13. #define VOLUMETRIC_STEPS 19 #define MAX_ITER 35 #define FAR 6. #define time iGlobalTime*1.1 mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);} float noise( in float x ){return textureLod(iChannel0, vec2(x*.01,1.),0.0).x;} float hash( float n ){return fract(sin(n)*43758.5453);} //iq's ubiquitous 3d noise float noise(in vec3 p) { vec3 ip = floor(p); vec3 f = fract(p); f = f*f*(3.0-2.0*f); vec2 uv = (ip.xy+vec2(37.0,17.0)*ip.z) + f.xy; vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0.0 ).yx; return mix(rg.x, rg.y, f.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 += time*.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 -= time*.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; imaxd ) 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= FAR)continue; vec3 pos = ro+rz*rd; col = max(col,vmarch(pos,rd,j, bro)); } #endif 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,time)-.01))); float nz2 = (-log(abs(flow(rf2*1.2,-time)-.01))); col += (0.1*nz*nz* vec3(0.12,0.12,.5) + 0.05*nz2*nz2*vec3(0.55,0.2,.55))*0.8; } fragColor = vec4(col*1.3, 1.0); }