63 lines
2.4 KiB
GLSL
63 lines
2.4 KiB
GLSL
// london.jpg
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// I started working a bit on the colors of Remix 2, ended up with something like this. :)
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// Remix 2 here: https://www.shadertoy.com/view/MtcGD7
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// Remix 1 here: https://www.shadertoy.com/view/llc3DM
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// Original here: https://www.shadertoy.com/view/XsXXRN
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float rand(vec2 n) {
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return fract(sin(cos(dot(n, vec2(12.9898,12.1414)))) * 83758.5453);
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}
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float noise(vec2 n) {
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const vec2 d = vec2(0.0, 1.0);
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vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
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return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
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}
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float fbm(vec2 n) {
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float total = 0.0, amplitude = 1.0;
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for (int i = 0; i <5; i++) {
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total += noise(n) * amplitude;
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n += n*1.7;
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amplitude *= 0.47;
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}
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return total;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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const vec3 c1 = vec3(0.5, 0.0, 0.1);
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const vec3 c2 = vec3(0.9, 0.1, 0.0);
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const vec3 c3 = vec3(0.2, 0.1, 0.7);
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const vec3 c4 = vec3(1.0, 0.9, 0.1);
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const vec3 c5 = vec3(0.1);
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const vec3 c6 = vec3(0.9);
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vec2 speed = vec2(0.1, 0.9);
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float shift = 1.327+sin(iGlobalTime*2.0)/2.4;
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float alpha = 1.0;
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float dist = 3.5-sin(iGlobalTime*0.4)/1.89;
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec2 p = fragCoord.xy * dist / iResolution.xx;
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p += sin(p.yx*4.0+vec2(.2,-.3)*iGlobalTime)*0.04;
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p += sin(p.yx*8.0+vec2(.6,+.1)*iGlobalTime)*0.01;
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p.x -= iGlobalTime/1.1;
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float q = fbm(p - iGlobalTime * 0.3+1.0*sin(iGlobalTime+0.5)/2.0);
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float qb = fbm(p - iGlobalTime * 0.4+0.1*cos(iGlobalTime)/2.0);
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float q2 = fbm(p - iGlobalTime * 0.44 - 5.0*cos(iGlobalTime)/2.0) - 6.0;
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float q3 = fbm(p - iGlobalTime * 0.9 - 10.0*cos(iGlobalTime)/15.0)-4.0;
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float q4 = fbm(p - iGlobalTime * 1.4 - 20.0*sin(iGlobalTime)/14.0)+2.0;
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q = (q + qb - .4 * q2 -2.0*q3 + .6*q4)/3.8;
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vec2 r = vec2(fbm(p + q /2.0 + iGlobalTime * speed.x - p.x - p.y), fbm(p + q - iGlobalTime * speed.y));
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vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);
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vec3 color = vec3(1.0/(pow(c+1.61,vec3(4.0))) * cos(shift * fragCoord.y / iResolution.y));
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color=vec3(1.0,.2,.05)/(pow((r.y+r.y)* max(.0,p.y)+0.1, 4.0));;
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color += (texture(iChannel0,uv*0.6+vec2(.5,.1)).xyz*0.01*pow((r.y+r.y)*.65,5.0)+0.055)*mix( vec3(.9,.4,.3),vec3(.7,.5,.2), uv.y);
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color = color/(1.0+max(vec3(0),color));
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fragColor = vec4(color.x, color.y, color.z, alpha);
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} |