#version 450 // Name: Remember // Author: diatribes // URL: https://www.shadertoy.com/view/tXSBDK layout(location = 0) in vec2 vUV; layout(location = 0) out vec4 FragColor; layout(set = 3, binding = 0) uniform ShadertoyUBO { float iTime; vec2 iResolution; }; // fuzzy brain — Hash function to replace iChannel0 texture noise float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } void mainImage(out vec4 o, vec2 u) { vec3 q, p = vec3(iResolution.xy, iResolution.x / iResolution.y); float i = 0.0, s, d = .125 * hash12(u), t = iTime * .1; u = (u + u - p.xy) / p.y; if (abs(u.y) > .8) { o = vec4(0); return; } o = vec4(0.0); for (; i < 64.; i++) { q = p = vec3(u * d, d + t * 5.); p.xy *= mat2(cos(.1 * p.z + .1 * t + vec4(0, 33, 11, 0))); q.xz = cos(q.xz); p.z = cos(p.z); for (s = 1.; s++ < 6.; q += sin(.6 * t + p.zxy * .6), p += sin(t + t + p.yzx * s) * .6); d += s = .02 + abs(min(length(p + 3. * sin(p.z * .5)) - 4., length(q - 2. * sin(p.z * .4)) - 6.)) * .2; vec4 brightTerm = min(.01 * vec4(6, 2, 1, 0) / max(length(u * sin(t + t + t)), 0.001), vec4(50.0)); o += brightTerm + 1. / s * length(u); } o = tanh(max(o / 6e2 + dot(u, u) * .35, 0.)); } void main() { vec2 fragCoordPixels = vUV * iResolution; vec4 outColor; mainImage(outColor, fragCoordPixels); FragColor = outColor; }