//precision mediump float; 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; } float hash(vec2 p) { p = 50.*fract( p*0.3183099); return fract( p.x*p.y*(p.x+p.y) ); } float noise( in vec2 p, float scale ) { vec2 i = floor( p ); vec2 f = fract( p ); vec2 u = f*f*(3.0-2.0*f); return -scale+scale*mix( mix( hash( i + vec2(0.0,0.0) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y); } float displacement( vec3 p ) { return noise(10.*p.xy+u_time+999., 0.4) + 0.5*noise(10.*(p.xz+2.0)-u_time+999., 0.4); } ///////////////// // GEOMETRY // ///////////////// float sdCylinder(vec3 p, vec3 a, vec3 b, float r) { vec3 ba = b - a; vec3 pa = p - a; float baba = dot(ba,ba); float paba = dot(pa,ba); float x = length(pa*baba-ba*paba) - r*baba; float y = abs(paba-baba*0.5)-baba*0.5; float x2 = x*x; float y2 = y*y*baba; float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0)); return sign(d)*sqrt(abs(d))/baba; } 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 // ////////////////// const float TWOPI = 6.28318530718; // Rotate ring with duration d and startTime s float ringRotateFunc(float d, float s, float timeFact) { 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 = 9.0; 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 ) { 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) { float mat = 0.; // Stargate // Ring boxes const float an = TWOPI/24.0; float sector = floor(atan(p.y,p.x)/an + 0.5); 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++ ) { float secDist = TWOPI / 8.0; // sector distance float angle = ((24.67 / TWOPI )); // 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 = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5); 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 -= 1.95; q.x = prismAnim(q.x, float(i)*1.); 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); if (d==d4) { mat = 4.; } } index += 1.0; } //Rotating glyphs vec3 p2 = ringAnim(p); float an2 = (TWOPI/32.0); float sector2 = floor((atan(p2.y,p2.x)/an2) + 0.5 ); 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); if (d==d5) { mat = 4.; } // Gate Base const float stepHeight = 0.1; float stepDist = 1.5; const float stepWidth = 2.0; float steps = 1000.; for(int i = 0; i < 4; i++) { float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(stepWidth,stepHeight,stepDist)) - 0.05; steps = min(steps, step); d = min(d, step); stepDist += stepHeight * 2.0; } float water = 1000.; if (u_time > 2.0){ float cylinder1 = sdCylinder ( p, vec3(0.,0.,0.0), vec3(0.,0.,-0.01), 1.6); float cylinder2 = sdCylinder ( p, vec3(0.,0.,0.), vec3(0.,0.,-1), (2. - (u_time*2.0 - 2.0*13.0))); float cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6); float disp = 0.; if (u_time > 2.0){ disp = displacement(p)*min(((u_time-14.0)*0.5), 0.25); } cylinder1 = cylinder1 + disp; water = max(-cylinder2+disp, cylinder1); //water = max(water, cylinder3); d = min(d, water); } float sand = (p.y + 4.25) + noise((p.xz*0.04)+100., 9.); d = min(d,sand); if (d==water) { mat = 1.0; } else if (d==min(steps, 0.1)) { mat = 2.0; } else if (d==sand) { mat = 3.0; } return vec2( d, mat ); } //////////////// // DRAWING // //////////////// float rayMarch(vec3 ro, vec3 rd) { float t = 0.; // total distance travelled float d; // Raymarching for (int i = 0; i < 200; i++) { vec3 p = ro + rd * t; // "cast" rays d = map(p).x; // Get distance to objects t += d; // "march" the ray if (abs(d) < .001 || t > 800.) 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