2020-07-10 13:20:56 +00:00
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// Based on https://www.shadertoy.com/view/XlfGRj by Pablo Roman Andrioli
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// Licensed under MIT
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shader_type canvas_item;
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render_mode unshaded;
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2020-07-14 12:18:18 +00:00
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const int volsteps = 20;
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const int iterations = 17;
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const float formuparam = 0.53;
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const float stepsize = 0.1;
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const float brightness = 0.0015;
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const float darkmatter = 0.300;
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const float distfading = 0.730;
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const float saturation = 0.850;
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const float rotx = 0.;
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const float roty = 0.001;
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const float tile = 0.85;
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2020-07-10 13:20:56 +00:00
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uniform float speed = 0.001;
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2020-07-14 12:18:18 +00:00
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uniform float zoom = 0.80;
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2020-07-10 13:20:56 +00:00
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void fragment() {
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vec2 uv = FRAGCOORD.xy * SCREEN_PIXEL_SIZE - 0.5;
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uv.y *= SCREEN_PIXEL_SIZE.x/SCREEN_PIXEL_SIZE.y;
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2020-07-12 15:26:40 +00:00
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vec3 dir = vec3(uv*(zoom+sin(TIME*0.01)*0.4), 1.);
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2020-07-10 13:20:56 +00:00
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float time = TIME*speed+.25;
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float a1=.5+TIME*rotx;
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float a2=.8+TIME*roty;
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mat2 rot1=mat2(vec2(cos(a1),sin(a1)),vec2(-sin(a1),cos(a1)));
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mat2 rot2=mat2(vec2(cos(a2),sin(a2)),vec2(-sin(a2),cos(a2)));
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dir.xz*=rot1;
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dir.xy*=rot2;
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vec3 from=vec3(1.,.5,0.5);
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from+=vec3(time*2.,time,-2.);
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from.xz*=rot1;
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from.xy*=rot2;
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//volumetric rendering
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float s=0.1,fade=1.;
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vec3 v=vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p=from+s*dir*.5;
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p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p=abs(p)/dot(p,p)-formuparam; // the magic formula
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a+=abs(length(p)-pa); // absolute sum of average change
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pa=length(p);
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}
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float dm=max(0.,darkmatter-a*a*.001); //dark matter
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a*=a*a; // add contrast
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if (r>6) fade*=1.-dm; // dark matter, don't render near
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//v+=vec3(dm,dm*.5,0.);
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v+=fade;
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v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
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fade*=distfading; // distance fading
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s+=stepsize;
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}
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v=mix(vec3(length(v)),v,saturation); //color adjust
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COLOR = vec4(v*.01,1.);
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}
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