// Name: Cineshader Lava // Author: [TO_BE_COMPLETED] #version 330 core precision highp float; out vec4 FragColor; in vec2 vUV; uniform vec2 iResolution; uniform float iTime; 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 < 16; i++) { float fi = float(i); float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0; 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; // or some other value 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; // screen size is 6m x 6m 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); float depth = 0.0; vec3 p; for(int i = 0; i < 64; 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 * 0.15 ); // maximum thickness is 2m in alpha channel fragColor = vec4(col, 1.0 - (depth - 0.5) / 2.0); } void main() { vec2 fragCoordPixels = vUV * iResolution; vec4 outColor; mainImage(outColor, fragCoordPixels); FragColor = outColor; }