slang-shaders/procedural/dave_hoskins-galaxy-of-universes.slang
2018-02-24 02:20:43 +01:00

82 lines
2.4 KiB
Plaintext

#version 450
// Galaxy of Universes - 2014-06-19
// https://www.shadertoy.com/view/MdXSzS
// Big Bang? *pfft* It's just a small explosion somewhere in a rotating Galaxy of Universes!
// Thanks to Kali for his fractal formula.
// https://www.shadertoy.com/view/MdXSzS
// The Big Bang - just a small explosion somewhere in a massive Galaxy of Universes.
// Outside of this there's a massive galaxy of 'Galaxy of Universes'... etc etc. :D
// To fake a perspective it takes advantage of the screen being wider than it is tall.
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5);
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = gl_Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
float iGlobalTime = float(global.FrameCount)*0.025;
vec2 iResolution = global.OutputSize.xy;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord.xy / iResolution.xy) - .5;
float t = iGlobalTime * .1 + ((.25 + .05 * sin(iGlobalTime * .1))/(length(uv.xy) + .07)) * 2.2;
float si = sin(t);
float co = cos(t);
mat2 ma = mat2(co, si, -si, co);
float v1, v2, v3;
v1 = v2 = v3 = 0.0;
float s = 0.0;
for (int i = 0; i < 90; i++)
{
vec3 p = s * vec3(uv, 0.0);
p.xy *= ma;
p += vec3(.22, .3, s - 1.5 - sin(iGlobalTime * .13) * .1);
for (int i = 0; i < 8; i++) p = abs(p) / dot(p,p) - 0.659;
v1 += dot(p,p) * .0015 * (1.8 + sin(length(uv.xy * 13.0) + .5 - iGlobalTime * .2));
v2 += dot(p,p) * .0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - iGlobalTime * .3));
v3 += length(p.xy*10.) * .0003;
s += .035;
}
float len = length(uv);
v1 *= smoothstep(.7, .0, len);
v2 *= smoothstep(.5, .0, len);
v3 *= smoothstep(.9, .0, len);
vec3 col = vec3( v3 * (1.5 + sin(iGlobalTime * .2) * .4),
(v1 + v3) * .3,
v2) + smoothstep(0.2, .0, len) * .85 + smoothstep(.0, .6, v3) * .3;
fragColor=vec4(min(pow(abs(col), vec3(1.2)), 1.0), 1.0);
}
void main(void)
{
//just some shit to wrap shadertoy's stuff
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
FragmentCoord.y = -FragmentCoord.y;
mainImage(FragColor,FragmentCoord);
}