#version 450 // Name: Cineshader Lava // Author: edankwan // URL: https://www.shadertoy.com/view/3sySRK layout(location = 0) in vec2 vUV; layout(location = 0) out vec4 FragColor; layout(set = 3, binding = 0) uniform ShadertoyUBO { float iTime; vec2 iResolution; }; 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; 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); 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); fragColor = vec4(col, 1.0 - (depth - 0.5) / 2.0); } void main() { vec2 fragCoordPixels = vUV * iResolution; vec4 outColor; mainImage(outColor, fragCoordPixels); FragColor = outColor; }