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PlasmaGlobe.fs
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PlasmaGlobe.fs
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/*{
"CREDIT" : "PlasmaGlobe by nimitz",
"CATEGORIES" : [
"ci"
],
"DESCRIPTION": "https://www.shadertoy.com/view/XsjXRm",
"INPUTS": [
{
"NAME": "iChannel0",
"TYPE" : "image"
},
{
"NAME": "iZoom",
"TYPE" : "float",
"MIN" : 0.0,
"MAX" : 1.0,
"DEFAULT" : 1.0},
{
"NAME": "iSteps",
"TYPE" : "float",
"MIN" : 2.0,
"MAX" : 75.0,
"DEFAULT" : 35.0},
{
"NAME" :"iMouse",
"TYPE" : "point2D",
"DEFAULT" : [0.0, 0.0],
"MAX" : [640.0, 480.0],
"MIN" : [0.0, 0.0]},
{
"NAME": "iColor",
"TYPE" : "color",
"DEFAULT" : [
0.9,
0.6,
0.0,
1.0
]}
],
}
*/
// https://www.shadertoy.com/view/XsjXRm
//Plasma Globe by nimitz (twitter: @stormoid)
//looks best with around 20 rays
#define NUM_RAYS 13.
#define VOLUMETRIC_STEPS 19
#define MAX_ITER 35
#define FAR 6.
#define time TIME*1.1
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);}
float fnoise( in float x ){return fract(sin(x)*43758.5453);}
float hash( float n ){return fract(sin(n)*43758.5453);}
float vnoise( in vec3 x )
{
vec3 p = floor(x); return p.x;
/* BL TODO vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
return mix(mix(mix( hash(p+vec3(0,0,0)),
hash(p+vec3(1,0,0)),f.x),
mix( hash(p+vec3(0,1,0)),
hash(p+vec3(1,1,0)),f.x),f.y),
mix(mix( hash(p+vec3(0,0,1)),
hash(p+vec3(1,0,1)),f.x),
mix( hash(p+vec3(0,1,1)),
hash(p+vec3(1,1,1)),f.x),f.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(vnoise(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; i<iSteps; i++ )
{
if( abs(h)<precis||d>maxd ) 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<VOLUMETRIC_STEPS; i++ )
{
r = map(p,j);
p += rd*.03;
float lp = length(p);
vec3 col = sin(vec3(1.05,2.5,1.52)*3.94+r.y)*.85+0.4;
col.rgb *= smoothstep(.0,.015,-r.x);
col *= smoothstep(0.04,.2,abs(lp-1.1));
col *= smoothstep(0.1,.34,lp);
sum += abs(col)*5. * (1.2-fnoise(lp*2.+j*13.+time*5.)*1.1) / (log(distance(p,orig)-2.)+.75);
}
return sum;
}
//returns both collision dists of unit sphere
vec2 iSphere2(in vec3 ro, in vec3 rd)
{
vec3 oc = ro;
float b = dot(oc, rd);
float c = dot(oc,oc) - 1.;
float h = b*b - c;
if(h <0.0) return vec2(-1.);
return vec2((-b - sqrt(h)), (-b + sqrt(h)));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 uv = iZoom * (fragCoord.xy/RENDERSIZE.xy-0.5);
uv.x *= float(RENDERSIZE.x )/ float(RENDERSIZE.y);
uv.x -= 0.0;
uv.y -= 0.0;
uv.x*=RENDERSIZE.x/RENDERSIZE.y;
vec2 um = iMouse.xy / RENDERSIZE.xy-.5;
//camera
vec3 ro = vec3(0.,0.,5.);
vec3 rd = normalize(vec3(uv*.7,-1.5));
mat2 mx = mm2(time*.4+um.x*6.);
mat2 my = mm2(time*0.3+um.y*6.);
ro.xz *= mx;rd.xz *= mx;
ro.xy *= my;rd.xy *= my;
vec3 bro = ro;
vec3 brd = rd;
vec3 col = vec3(0.0125,0.,0.025);
#if 1
for (float j = 1.;j<NUM_RAYS+1.;j++)
{
ro = bro;
rd = brd;
mat2 mm = mm2((time*0.1+((j+1.)*5.1))*j*0.25);
ro.xy *= mm;rd.xy *= mm;
ro.xz *= mm;rd.xz *= mm;
float rz = march(ro,rd,2.5,FAR,j);
if ( rz >= 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);
}
void main(void) { mainImage(gl_FragColor, gl_FragCoord.xy); }