// Star Nest by Pablo Roman Andrioli // This content is under the MIT License. precision mediump float; uniform vec2 iResolution; uniform float iTime; #define iterations 17 #define formuparam 0.53 #define volsteps 20 #define stepsize 0.1 #define zoom 0.800 #define tile 0.850 #define speed 0.001 #define brightness 0.0015 #define darkmatter 0.300 #define distfading 0.730 #define saturation 0.850 #define rotx 0. #define roty 0.001 void main() { //get coords and direction vec2 uv=gl_FragCoord.xy/iResolution.xy-.5; uv.y*=iResolution.y/iResolution.x; vec3 dir=vec3(uv*zoom,1.); float time=iTime*speed+.25; float a1=.5+iTime*rotx; float a2=.8+iTime*roty; mat2 rot1=mat2(vec2(cos(a1),sin(a1)),vec2(-sin(a1),cos(a1))); mat2 rot2=mat2(vec2(cos(a2),sin(a2)),vec2(-sin(a2),cos(a2))); dir.xz*=rot1; dir.xy*=rot2; vec3 from=vec3(1.,.5,0.5); from+=vec3(time*2.,time,-2.); from.xz*=rot1; from.xy*=rot2; //volumetric rendering float s=0.1,fade=1.; vec3 v=vec3(0.); for (int r=0; r6) fade*=1.-dm; // dark matter, don't render near //v+=vec3(dm,dm*.5,0.); v+=fade; v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance fade*=distfading; // distance fading s+=stepsize; } v=mix(vec3(length(v)),v,saturation); //color adjust gl_FragColor = vec4(v*.01,1.); }