Created
November 28, 2012 13:47
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uniform vec2 resolution; | |
uniform float lowFreq, midFreq, highFreq; | |
uniform float time; | |
uniform vec2 mouse; | |
void rX(inout vec3 p, float a) { float c,s;vec3 q=p; c = cos(a); s = sin(a); p.y = c * q.y - s * q.z; p.z = s * q.y + c * q.z; } | |
void rY(inout vec3 p, float a) { float c,s;vec3 q=p; c = cos(a); s = sin(a); p.x = c * q.x + s * q.z; p.z = -s * q.x + c * q.z;} | |
float star(vec3 p, float s) { return length(p)-s; } | |
float starfield(vec3 p, float s, vec3 c) { vec3 q = mod(p,c)-.5*c; return star(q,s); } | |
vec2 map(vec3 p) | |
{ | |
float a = starfield(p, .1+.05*abs(sin(time)), vec3(1.,1.,1.)); | |
return vec2(a,1.); | |
} | |
vec2 intersect(in vec3 ro, in vec3 rd) | |
{ | |
for (float t = .0; t < 100.;) | |
{ | |
vec2 h = map(ro+rd*t); | |
if (h.x < .0001) return vec2(t,h.y); | |
t += h.x; | |
} | |
return vec2(0); | |
} | |
void main( void ) { | |
vec2 p = -1.0 + 2.0 * ( gl_FragCoord.xy / resolution.xy ); | |
p.x *= resolution.x / resolution.y; | |
vec3 ro = vec3(0,0,1.0-time); | |
vec3 rd = normalize(vec3(p, -1.)); | |
rX(rd,mouse.y); | |
rY(rd,mouse.x); | |
vec3 color = vec3(0); | |
vec2 t = intersect(ro,rd); | |
if (t.y > .0) { | |
color = vec3(t.x,1.-mod(t.x,1.),abs(sin(time/5.))+.5); | |
} | |
gl_FragColor = vec4(color,1.0); | |
} |
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