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