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precision mediump float; uniform float iTime; uniform vec2 iResolution; float Pi = 6.28318530718; // Pi*2 // GAUSSIAN BLUR SETTINGS {{{ float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower) float Quality = 3.0; // BLUR QUALITY (Default 4.0 - More is better but slower) float Size = 64.0; // BLUR SIZE (Radius) // GAUSSIAN BLUR SETTINGS }}} vec2 Radius = Size/iResolution.xy; // Normalized pixel coordinates (from 0 to 1) vec2 uv = fragCoord/iResolution.xy; // Pixel colour vec4 Color = texture(iChannel0, uv); float opSmoothUnion( float d1, float d2, float k ) { float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 ); return mix( d2, d1, h ) - k*h*(1.0-h); } float sdSphere( vec3 p, float s ) { return length(p) - s; } float map(vec3 p) { float d = 2.0; for (int i = 0; i < 6; i++) { float fi = float(i); //fast // float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0; float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 0.6; d = opSmoothUnion( sdSphere(p + sin(time + fi * vec3(52.5126, 64.62744, 632.25)) * vec3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))), d, 0.4 ); } return d; } vec3 calcNormal( in vec3 p ) { const float h = 1e-5; // small offset for gradient calculation //1, -1 const vec2 k = vec2(1,-1); return normalize( k.xyy*map( p + k.xyy*h ) + k.yyx*map( p + k.yyx*h ) + k.yxy*map( p + k.yxy*h ) + k.xxx*map( p + k.xxx*h ) ); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord / iResolution.xy; // vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x / iResolution.y, 1.0) * 6.0, 3.0); // vec3 rayDir = vec3(0.0, 0.0, -1.0); vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x / iResolution.y, 1.0) * 2.0, 1.5); vec3 rayDir = vec3(0.5, 0.2, -1.0); float depth = 0.0; vec3 p; for(int i = 0; i < 32; i++) { p = rayOri + rayDir * depth; float dist = map(p); depth += dist; if (dist < 1e-6) { break; } } depth = min(6.0, depth); vec3 n = calcNormal(p); float b = max(0.0, dot(n, vec3(0.577))); vec3 col = (0.5 + 0.5 * cos((b + iTime * 3.0) + uv.xyx * 2.0 + vec3(0,2,4))) * (0.85 + b * 0.35); col *= exp( -depth * 0.3 ); vec3 color = vec3(0.15, b * 1.0, 1.0 ); color *= exp( -depth * 0.3); vec3 baseColor = vec3(0.3647, 0.5176, 0.9255); vec3 shadedColor = baseColor * b; vec4 metaballs = vec4( color , 1.0 - (depth - 0.5) / 2.0) // shadedColor *= exp( -depth * 0.3 ); // BLUR // Blur calculations for( float d=0.0; d<Pi; d+=Pi/Directions) { for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) { Color += texture( iChannel0, uv+vec2(cos(d),sin(d))Radiusi); } } // Output to screen Color /= Quality * Directions - 15.0; fragColor = Color; fragColor = metaballs + Color; } void main() { mainImage(gl_FragColor, gl_FragCoord.xy); }
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