uniform vec2 u_resolution; uniform float u_time; uniform sampler2D texture_sampler; uniform sampler2D texts; // Rotate mat2 rot2D(float angle) { float s = sin(angle); float c = cos(angle); return mat2(c, -s, s, c); } // Exponential smoothing float smin( float a, float b, float k ) { k *= 1.0; float r = exp2(-a/k) + exp2(-b/k); return -k*log2(r); } float smax( float a, float b, float k ) { float h = max(k-abs(a-b),0.0); return max(a, b) + h*h*0.25/k; } ///////////////// // GEOMETRY // ///////////////// float sdBox( in vec2 p, in vec2 r ) { return length( max(abs(p)-r,0.0) ); } float sdBox2(vec3 p, vec3 b) { vec3 q = abs(p) - b; return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0); } float sdSphere(vec3 p, float r){ return length(p) -r; } float sdTriPrism( vec3 p, vec2 h, float rot ) { p.xy *= rot2D(rot); const float k = sqrt(3.0); h.x *= 0.5*k; p.xy /= h.x; p.x = abs(p.x) - 1.0; p.y = p.y + 1.0/k; if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0; p.x -= clamp( p.x, -2.0, 0.0 ); float d1 = length(p.xy)*sign(-p.y)*h.x; float d2 = abs(p.z)-h.y; return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); } ////////////////// // ANIMATION // ////////////////// // Rotate ring with duration d and startTime s float ringRotateFunc(float d, float s, float timeFact) { const float TWOPI = 6.28318530718; float maxCycles = d; float startTime = s; float phase = ((u_time * timeFact) - startTime) / TWOPI; phase = min(phase, maxCycles); return TWOPI * phase; } // Animate ring movements vec3 ringAnim( in vec3 p) { const float STARTDELAY = 2.0; float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9); // delay start if( u_time >= STARTDELAY ) { factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9); p.xy = rot2D(factor) * p.xy; } if(u_time >= 14.0) { factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 14.0, 1.0) * 0.05), -0.9, 0.9); p.xy = rot2D(factor * -1.0) * p.xy; } return p; } // Animate prism movements float prismAnim(in float x, in float delay) { if(u_time >= delay) { x += (0.045*clamp(sin((ringRotateFunc(2.4, delay*10.0, 10.0) * 0.4)),-0.9, 0.9)); } return x; } ////////////// // SCENE // ////////////// vec2 map( in vec3 p) { // Stargate // Ring boxes const float an = 6.283185/24.0; float sector = round(atan(p.y,p.x)/an); float angrot = sector*an; vec3 q = p; q.xy = mat2(cos(angrot),-sin(angrot), sin(angrot), cos(angrot))*q.xy; float d = sdBox( q.xy - vec2(1.8,0.0), vec2(0.24,0.14) ) - 0.02; // Main ring float d2 = abs(length(p.xy) - 1.8) - 0.2; d = min(d,d2); // Inner ring float d3 = abs(length(p.xy) - 1.75) - 0.08; d3 = smax( d3, abs(p.z - 0.1)-0.04, 0.005 ); d = max(-d3,d); // Depth slice rings d = smax( d, abs(p.z)-0.1, 0.02 ); // Prisms float index = 1.0; for(int i=0; i<8; i++ ) { //vec3 p2 = prismAnim(p); float secDist = 6.283185 / 8.0; // sector distance float angle = ((24.67 / 6.283185 )); // sector size vec3 q = p; float rotationIncrement = angle + (index * secDist); // Nudge first and the last prism out of the ground if (i == 1) { rotationIncrement = rotationIncrement + 0.2; } if (i == 7) { rotationIncrement = rotationIncrement - 0.2; } float prismSector = round(atan(p.y,p.x)/(rotationIncrement)); q.xy = rot2D(rotationIncrement) * q.xy; // We can now call each prism by it's index // draw all except the middle bottom prism if (i > 0) { q.x = q.x - 1.95; if(i == 1) { q.x = prismAnim(q.x, 13.0); } if(i == 2) { q.x = prismAnim(q.x, 26.0); } float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02; d = min(d, d4); } index += 1.0; } //Rotating glyphs vec3 p2 = ringAnim(p); float an2 = (6.283185/32.0); float sector2 = round((atan(p2.y,p2.x)/an2) ); float angrot2 = sector2*an2; vec3 q2 = p2; q2.xy = rot2D(angrot2)*q2.xy; float d5 = sdBox2( q2.xyz - vec3(1.75,0.0,0.0), vec3(0.04, 0.14, 0.05) ) - 0.02; d = min(d, d5); // Gate Base const float stepHeight = 0.1; float stepDist = 1.5; const float stepWidth = 2.0; for(int i = 0; i < 4; i++) { float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(stepWidth,stepHeight,stepDist)) - 0.05; d = min(d, step); stepDist += stepHeight * 2.0; } return vec2( d ); } //////////////// // DRAWING // //////////////// float rayMarch(vec3 ro, vec3 rd) { float t = 0.; // total distance travelled float d; // Raymarching for (int i = 0; i < 80; i++) { vec3 p = ro + rd * t; // "cast" rays d = map(p).x; // Get distance to objects t += d; // "march" the ray if (d< .001 || t>100.) break; } return t; } vec3 getNormal(vec3 p) { float d = map(p).x; vec2 e = vec2(.01, 0); vec3 n = d - vec3( map(p-e.xyy).x, map(p-e.yxy).x, map(p-e.yyx).x); return normalize(n); } float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) { vec3 l = normalize(lightPos - p); vec3 n = getNormal(p); float dif = clamp(dot(n, l), 0., intensity); // Shadows float d = rayMarch(p+n*.0025, l); if(d 0.0) { float d = rayMarch(ro, rd); if (d < 1000.) { // Lighting vec3 p = ro + rd * d; float mat = map(p).y; // Light 1 // Light 1 Position vec3 lightPos1 = vec3( 3, 5, 4); // Light 1 Arguments // 1: Ray starting point // 2: Light position // 3: Light intensity // 4: Shadow intensity float dif = getLight(p, lightPos1, 0.75, 0.2); // Color for light 1 col = vec3(dif * vec3(1)); // Light 2 vec3 lightPos2 = vec3( -3, 5, -4); dif = getLight(p, lightPos2, 0.75, 0.1); // Color for light 2 col += vec3(dif * vec3(0.5,0.2,0.1)); if(mat==0.){ col *= vec3(0,0,1); } else if(mat==1.){ col *= vec3(0,1,0); } else if(mat==2.){ col *= vec3(1,0,0); } } gl_FragColor = vec4(col, 1); } else { // ************* post-process pass ****************** // Uncomment this to try a post-processing "effect" vec4 c = texture2D(texture_sampler, (gl_FragCoord.xy / u_resolution )), c1 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, 0.0)) / u_resolution) ), c2 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(0.0, 1.0)) / u_resolution) ), c3 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, 1.0)) / u_resolution) ), c4 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, 1.0)) / u_resolution) ), c5 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, 0.0)) / u_resolution) ), c6 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(-1.0, -1.0)) / u_resolution) ), c7 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(0.0, -1.0)) / u_resolution) ), c8 = texture2D(texture_sampler, ((gl_FragCoord.xy + vec2(1.0, -1.0)) / u_resolution) ) ; // weird emboss effect // gl_FragColor = (c - c1 - c2 - c3 - c4 + c5 + c6 + c7 + c8) / 2.0; // some sort of gamma correction with smoothing gl_FragColor = sqrt(c * 2.0 + c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8) / 3.0; } }