-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathglow.glsl
66 lines (53 loc) · 1.85 KB
/
glow.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
#define M_PI 3.1415926535897932384626433832795
#define M_TWO_PI (2.0 * M_PI)
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898,12.1414))) * 83758.5453);
}
float noise(vec2 n) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(n);
vec2 f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
vec3 ramp(float t) {
return t <= .5 ? vec3( 1. - t * 1.4, .2, 1.05 ) / t : vec3( .3 * (1. - t) * 2., .2, 1.05 ) / t;
}
vec2 polarMap(vec2 uv, float shift, float inner) {
float px = 1.0 - fract(atan(uv.y, uv.x) / 6.28 + 0.25) + shift;
float py = (sqrt(uv.x * uv.x + uv.y * uv.y) * (1.0 + inner * 2.0) - inner) * 2.0;
return vec2(px, py);
}
float fire(vec2 n) {
return noise(n) + noise(n * 2.1) * .6 + noise(n * 5.4) * .42;
}
float shade(vec2 uv, float t) {
uv.x += uv.y < .5 ? 23.0 + t * .035 : -11.0 + t * .03;
uv.y = abs(uv.y - .5);
uv.x *= 35.0;
float q = fire(uv - t * .013) / 2.0;
vec2 r = vec2(fire(uv + q / 2.0 + t - uv.x - uv.y), fire(uv + q - t));
return pow((r.y + r.y) * max(.0, uv.y) + .1, 4.0);
}
vec3 color(float grad) {
float m2 = iMouse.z < 0.0001 ? 0.15 : iMouse.y * 3.0 / iResolution.y;
grad = sqrt(grad);
vec3 color = vec3(1.0 / (pow(vec3(0.5, 0.0, .1) + 2.61, vec3(2.0))));
vec3 color2 = color;
color = ramp(grad);
color /= (m2 + max(vec3(0), color));
return color;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
float m1 = iMouse.z < 0.0001 ? 1.6 : iMouse.x * 5.0 / iResolution.x;
float t = iTime;
vec2 uv = (fragCoord.xy - iResolution.xy * .5) / max(iResolution.x, iResolution.y);
uv *= 1.5;
float ff = 1.0 - uv.y;
vec2 uv2 = uv;
uv2.y = 1.0 - uv2.y;
uv = polarMap(uv, 1.3, m1);
uv2 = polarMap(uv2, 1.9, m1);
vec3 c1 = color(shade(uv, t)) * ff;
vec3 c2 = color(shade(uv2, t)) * (1.0 - ff);
fragColor = vec4(c1 + c2, 1.0);
}