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shadertoy/shaders/octograms.frag.glsl
Sergio Valor 4a339c09d1 afegits altres shaders
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readme.md
2025-10-21 18:38:43 +02:00

105 lines
2.6 KiB
GLSL

#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;
}