//Cloud Ten by nimitz (twitter: @stormoid) noise3.jpg #define time iGlobalTime mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} float noise(float t){return textureLod(iChannel0,vec2(t,.0)/iChannelResolution[0].xy,0.0).x;} float moy = 0.; float noise(in vec3 x) //3d noise from iq { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0.0 ).yx; return mix( rg.x, rg.y, f.z ); } float fbm(in vec3 x) { float rz = 0.; float a = .35; for (int i = 0; i<2; i++) { rz += noise(x)*a; a*=.35; x*= 4.; } return rz; } float path(in float x){ return sin(x*0.01-3.1415)*28.+6.5; } float map(vec3 p){ return p.y*0.07 + (fbm(p*0.3)-0.1) + sin(p.x*0.24 + sin(p.z*.01)*7.)*0.22+0.15 + sin(p.z*0.08)*0.05; } float march(in vec3 ro, in vec3 rd) { float precis = .3; float h= 1.; float d = 0.; for( int i=0; i<17; i++ ) { if( abs(h)70. ) break; d += h; vec3 pos = ro+rd*d; pos.y += .5; float res = map(pos)*7.; h = res; } return d; } vec3 lgt = vec3(0); float mapV( vec3 p ){ return clamp(-map(p), 0., 1.);} vec4 marchV(in vec3 ro, in vec3 rd, in float t, in vec3 bgc) { vec4 rz = vec4( 0.0 ); for( int i=0; i<150; i++ ) { if(rz.a > 0.99 || t > 200.) break; vec3 pos = ro + t*rd; float den = mapV(pos); vec4 col = vec4(mix( vec3(.8,.75,.85), vec3(.0), den ),den); col.xyz *= mix(bgc*bgc*2.5, mix(vec3(0.1,0.2,0.55),vec3(.8,.85,.9),moy*0.4), clamp( -(den*40.+0.)*pos.y*.03-moy*0.5, 0., 1. ) ); col.rgb += clamp((1.-den*6.) + pos.y*0.13 +.55, 0., 1.)*0.35*mix(bgc,vec3(1),0.7); //Fringes col += clamp(den*pos.y*.15, -.02, .0); //Depth occlusion col *= smoothstep(0.2+moy*0.05,.0,mapV(pos+1.*lgt))*.85+0.15; //Shadows col.a *= .9; col.rgb *= col.a; rz = rz + col*(1.0 - rz.a); t += max(.4,(2.-den*30.)*t*0.011); } return clamp(rz, 0., 1.); } float pent(in vec2 p){ vec2 q = abs(p); return max(max(q.x*1.176-p.y*0.385, q.x*0.727+p.y), -p.y*1.237)*1.; } vec3 flare(vec2 p, vec2 pos) //Inspired by mu6k's lens flare (https://www.shadertoy.com/view/4sX3Rs) { vec2 q = p-pos; vec2 pds = p*(length(p))*0.75; float a = atan(q.x,q.y); float rz = .55*(pow(abs(fract(a*.8+.12)-0.5),3.)*(noise(a*15.)*0.9+.1)*exp2((-dot(q,q)*4.))); //Spokes rz += max(1.0/(1.0+32.0*pent(pds+0.8*pos)),.0)*00.2; //Projected ghost (main lens) vec2 p2 = mix(p,pds,-.5); //Reverse distort rz += max(0.01-pow(pent(p2 + 0.4*pos),2.2),.0)*3.0; rz += max(0.01-pow(pent(p2 + 0.2*pos),5.5),.0)*3.0; rz += max(0.01-pow(pent(p2 - 0.1*pos),1.6),.0)*4.0; rz += max(0.01-pow(pent(-(p2 + 1.*pos)),2.5),.0)*5.0; rz += max(0.01-pow(pent(-(p2 - .5*pos)),2.),.0)*4.0; rz += max(0.01-pow(pent(-(p2 + .7*pos)),5.),.0)*3.0; return vec3(clamp(rz,0.,1.)); } mat3 rot_x(float a){float sa = sin(a); float ca = cos(a); return mat3(1.,.0,.0, .0,ca,sa, .0,-sa,ca);} mat3 rot_y(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,.0,sa, .0,1.,.0, -sa,.0,ca);} mat3 rot_z(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,sa,.0, -sa,ca,.0, .0,.0,1.);} void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 q = fragCoord.xy / iResolution.xy; vec2 p = q - 0.5; float asp =iResolution.x/iResolution.y; p.x *= asp; vec2 mo = iMouse.xy / iResolution.xy; moy = mo.y; float st = sin(time*0.3-1.3)*0.2; vec3 ro = vec3(0.,-2.+sin(time*.3-1.)*2.,time*30.); ro.x = path(ro.z); vec3 ta = ro + vec3(0,0,1); vec3 fw = normalize( ta - ro); vec3 uu = normalize(cross( vec3(0.0,1.0,0.0), fw )); vec3 vv = normalize(cross(fw,uu)); const float zoom = 1.; vec3 rd = normalize( p.x*uu + p.y*vv + -zoom*fw ); float rox = sin(time*0.2)*0.8+2.9; rox += smoothstep(0.6,1.2,sin(time*0.25))*3.5; float roy = sin(time*0.5)*0.2; mat3 rotation = rot_x(-roy)*rot_y(-rox+st*1.5)*rot_z(st); mat3 inv_rotation = rot_z(-st)*rot_y(rox-st*1.5)*rot_x(roy); rd *= rotation; rd.y -= dot(p,p)*0.06; rd = normalize(rd); vec3 col = vec3(0.); lgt = normalize(vec3(-0.3,mo.y+0.1,1.)); float rdl = clamp(dot(rd, lgt),0.,1.); vec3 hor = mix( vec3(.9,.6,.7)*0.35, vec3(.5,0.05,0.05), rdl ); hor = mix(hor, vec3(.5,.8,1),mo.y); col += mix( vec3(.2,.2,.6), hor, exp2(-(1.+ 3.*(1.-rdl))*max(abs(rd.y),0.)) )*.6; col += .8*vec3(1.,.9,.9)*exp2(rdl*650.-650.); col += .3*vec3(1.,1.,0.1)*exp2(rdl*100.-100.); col += .5*vec3(1.,.7,0.)*exp2(rdl*50.-50.); col += .4*vec3(1.,0.,0.05)*exp2(rdl*10.-10.); vec3 bgc = col; float rz = march(ro,rd); if (rz < 70.) { vec4 res = marchV(ro, rd, rz-5., bgc); col = col*(1.0-res.w) + res.xyz; } vec3 projected_flare = (-lgt*inv_rotation); col += 1.4*vec3(0.7,0.7,0.4)*max(flare(p,-projected_flare.xy/projected_flare.z*zoom)*projected_flare.z,0.); float g = smoothstep(0.03,.97,mo.x); col = mix(mix(col,col.brg*vec3(1,0.75,1),clamp(g*2.,0.0,1.0)), col.bgr, clamp((g-0.5)*2.,0.0,1.)); col = clamp(col, 0., 1.); col = col*0.5 + 0.5*col*col*(3.0-2.0*col); //saturation col = pow(col, vec3(0.416667))*1.055 - 0.055; //sRGB col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12 ); //Vign fragColor = vec4( col, 1.0 ); }