// Based on https://www.shadertoy.com/view/XlfGRj by Pablo Roman Andrioli // Licensed under MIT shader_type canvas_item; render_mode unshaded; uniform int iterations = 17; uniform float formuparam = 0.53; uniform int volsteps = 20; uniform float stepsize = 0.1; uniform float zoom = 0.80; uniform float tile = 0.85; uniform float speed = 0.001; uniform float brightness = 0.0015; uniform float darkmatter = 0.300; uniform float distfading = 0.730; uniform float saturation = 0.850; uniform float rotx = 0; uniform float roty = 0.001; void fragment() { vec2 uv = FRAGCOORD.xy * SCREEN_PIXEL_SIZE - 0.5; uv.y *= SCREEN_PIXEL_SIZE.x/SCREEN_PIXEL_SIZE.y; vec3 dir = vec3(uv*zoom, 1.); float time = TIME*speed+.25; float a1=.5+TIME*rotx; float a2=.8+TIME*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 COLOR = vec4(v*.01,1.); }