// Name: Octograms // Author: whisky_shusuky // URL: https://www.shadertoy.com/view/tlVGDt #version 330 core precision highp float; out vec4 FragColor; in vec2 vUV; uniform vec2 iResolution; uniform float iTime; float gTime = 0.0; const float REPEAT = 5.0; // rotación 2D mat2 rot(float a) { float c = cos(a), s = sin(a); return mat2(c, s, -s, c); } float sdBox(vec3 p, vec3 b) { vec3 q = abs(p) - b; return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); } float boxGeom(vec3 pos, float scale) { pos *= scale; float base = sdBox(pos, vec3(.4, .4, .1)) / 1.5; pos.xy *= 5.0; pos.y -= 3.5; pos.xy *= rot(.75); float result = -base; return result; } float box_set(vec3 pos, float iTimeLocal) { vec3 pos_origin = pos; pos = pos_origin; pos.y += sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box1 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.y -= sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box2 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.x += sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box3 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.x -= sin(gTime * 0.4) * 2.5; pos.xy *= rot(.8); float box4 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.xy *= rot(.8); float box5 = boxGeom(pos, .5) * 6.0; pos = pos_origin; float box6 = boxGeom(pos, .5) * 6.0; float result = max(max(max(max(max(box1, box2), box3), box4), box5), box6); return result; } float mapScene(vec3 pos, float iTimeLocal) { return box_set(pos, iTimeLocal); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 p = (fragCoord.xy * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y); vec3 ro = vec3(0.0, -0.2, iTime * 4.0); vec3 ray = normalize(vec3(p, 1.5)); ray.xy = ray.xy * rot(sin(iTime * .03) * 5.0); ray.yz = ray.yz * rot(sin(iTime * .05) * .2); float t = 0.1; vec3 col = vec3(0.0); float ac = 0.0; for (int i = 0; i < 99; i++) { vec3 pos = ro + ray * t; pos = mod(pos - 2.0, 4.0) - 2.0; gTime = iTime - float(i) * 0.01; float d = mapScene(pos, iTime); d = max(abs(d), 0.01); ac += exp(-d * 23.0); t += d * 0.55; } col = vec3(ac * 0.02); col += vec3(0.0, 0.2 * abs(sin(iTime)), 0.5 + sin(iTime) * 0.2); fragColor = vec4(col, 1.0 - t * (0.02 + 0.02 * sin(iTime))); } void main() { vec2 fragCoordPixels = vUV * iResolution; vec4 outColor; mainImage(outColor, fragCoordPixels); FragColor = outColor; }