#version 450 layout(location = 0) in vec2 fragCoord; layout(location = 0) out vec4 fragColor; uniform mat4 qt_Matrix; uniform float qt_Opacity; uniform vec3 iResolution; // viewport resolution (in pixels) uniform float iTime; // shader playback time (in seconds) float gTime = 0.; const float REPEAT = 5.0; //来自 https://www.shadertoy.com/view/tlVGDt // 回転行列 mat2 rot(float a) { float c = cos(a), s = sin(a); return mat2(c,s,-s,c); } float sdBox( vec3 p, vec3 b ) { vec3 q = abs(p) - b; return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0); } float box(vec3 pos, float scale) { pos *= scale; float base = sdBox(pos, vec3(.4,.4,.1)) /1.5; pos.xy *= 5.; pos.y -= 3.5; pos.xy *= rot(.75); float result = -base; return result; } float box_set(vec3 pos, float iTime) { vec3 pos_origin = pos; pos = pos_origin; pos .y += sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box1 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos .y -=sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box2 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos .x +=sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box3 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos .x -=sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box4 = box(pos,2. - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.xy *= rot(.8); float box5 = box(pos,.5) * 6.; pos = pos_origin; float box6 = box(pos,.5) * 6.; float result = max(max(max(max(max(box1,box2),box3),box4),box5),box6); return result; } float map(vec3 pos, float iTime) { vec3 pos_origin = pos; float box_set1 = box_set(pos, iTime); return box_set1; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 p = (fragCoord.xy * 2. - iResolution.xy) / min(iResolution.x, iResolution.y); vec3 ro = vec3(0., -0.2 ,iTime * 4.); vec3 ray = normalize(vec3(p, 1.5)); ray.xy = ray.xy * rot(sin(iTime * .03) * 5.); ray.yz = ray.yz * rot(sin(iTime * .05) * .2); float t = 0.1; vec3 col = vec3(0.); float ac = 0.0; for (int i = 0; i < 99; i++){ vec3 pos = ro + ray * t; pos = mod(pos-2., 4.) -2.; gTime = iTime -float(i) * 0.01; float d = map(pos, iTime); d = max(abs(d), 0.01); ac += exp(-d*23.); t += d* 0.55; } col = vec3(ac * 0.02); col +=vec3(0.,0.2 * abs(sin(iTime)),0.5 + sin(iTime) * 0.2); fragColor = vec4(col, 1.0 - t * (0.02 + 0.02 * sin (iTime))) * qt_Opacity; } void main() { mainImage(fragColor, fragCoord); }