-
-
Notifications
You must be signed in to change notification settings - Fork 197
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Broken Converter #35
Comments
Hi I tried to convert the shader
|
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
I heard a lot about this converter not working correctly anymore, and it not working for me too, so here's the shader I want to be converted.
#define t iTime
mat2 m(float a){float c=cos(a), s=sin(a);return mat2(c,-s,s,c);}
float map(vec3 p){
p.xz*= m(t0.4);p.xy= m(t0.3);
vec3 q = p2.+t;
return length(p+vec3(sin(t*0.7)))*log(length(p)+1.) + sin(q.x+sin(q.z+sin(q.y)))*5.5 - 1.;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ){
vec2 p = fragCoord.xy/iResolution.y - vec2(.9,.5);
vec3 cl = vec3(0.);
float d = .9;
for(int i=0; i<=5; i++) {
vec3 p = vec3(0,0,5.) + normalize(vec3(p, -1.))d;
float rz = map(p);
float f = clamp((rz - map(p+.1))0.5, -.1, 1. );
vec3 l = vec3(.32, .24, .49) + vec3(.53, .48, .61)f;
cl = cll + (1.-smoothstep(0., 2.5, rz)).7l;
d += min(rz, 1.);
}
fragColor = vec4(cl, 1.);
}
Original website: https://www.shadertoy.com/view/wdjSRc
The text was updated successfully, but these errors were encountered: