export default ` #define MAX_STEPS 1280 #define MAX_DIST 128. #define E 0.0001 #define PI 3.141592 vec3 rotX(vec3 v, float a) { return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a)); } vec3 rotY(vec3 v, float a) { return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a)); } vec3 rotZ(vec3 v, float a) { return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z); } vec3 modSDF(vec3 p, vec3 c) { return mod(p + 0.5 * c, c) - 0.5 * c; } float sdfTorus(vec3 p, vec2 r) { float x = length(p.xz) - r.x; return length(vec2(x, p.y)) - r.y; } // blackbody by aiekick : https://www.shadertoy.com/view/lttXDn // -------------blackbody----------------- // // return color from temperature //http://www.physics.sfasu.edu/astro/color/blackbody.html //http://www.vendian.org/mncharity/dir3/blackbody/ //http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html vec3 blackbody(float Temp) { vec3 col = vec3(255.); col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.; col.y = 100.04 * log(Temp) - 623.6; if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.; col.z = 194.18 * log(Temp) - 1448.6; col = clamp(col, 0., 255.)/255.; if (Temp < 1000.) col *= Temp/1000.; return col; } // -------------blackbody----------------- // float scene(vec3 p) { float td1 = sdfTorus( modSDF( rotX( p - vec3(3. + cos(p.x * 10. + iTime) / 3., sin(p.y * 10. + iTime) / 3., 6.), PI / 2.), vec3(6.)), vec2(2., abs(sin(iTime)) * 0.2 + 0.1)) * 0.1; float td2 = sdfTorus( modSDF( rotZ( rotX( p - vec3(3. + cos(p.x * 10. + iTime) / 3., -3. + sin(p.y * 10. + iTime) / 3., 6.), PI / 2.), PI / 2.), vec3(6.)), vec2(2., abs(cos(iTime)) * 0.2 + 0.1))* 0.1; float td3 = sdfTorus( modSDF( rotZ( p - vec3(cos(p.x * 10. + iTime) / 3., sin(p.y * 10. + iTime) / 3., 3.), PI / 2.), vec3(6.)), vec2(2., abs(sin(iTime)) * 0.2 + 0.1))* 0.1; float td4 = sdfTorus(modSDF(p + vec3(cos(p.x * 10. + iTime) / 3., sin(p.y * 10. + iTime) / 3., -6.), vec3(6.)), vec2(2., abs(cos(iTime)) * 0.2 + 0.1))* 0.1; //float td2 = 10000.; float d = min(td1, td2); d = min(d, td3); d = min(d, td4); return d; } float march(vec3 ro, vec3 rd) { float dO = 0.; for (int steps = 0; steps < MAX_STEPS; steps++) { vec3 p = ro + rd * dO; float dS = scene(p); dO += dS; if (dS < E || dO > MAX_DIST) break; } return dO; } vec3 normal(vec3 p) { float d = scene(p); vec2 e = vec2(0.3, 0); vec3 n = d - vec3( scene(p - e.xyy), scene(p - e.yxy), scene(p - e.yyx)); return (normalize(n)); } float light(vec3 p) { vec3 lightPos = vec3(0., 0., 0.); vec3 l = normalize(lightPos - p); vec3 n = normal(p); float dif = clamp(dot(l, n), 0., 1.); // float d = march(p+n*E * 30., l); // if (d < length(lightPos - p)) // dif *= 0.1; return (dif); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); vec3 ro = vec3(7., 7., iTime); vec3 rd = normalize(vec3(uv.x, uv.y, 1)); rd = rotX(rd, iTime * 0.256); rd = rotY(rd, iTime * 0.314); rd = rotZ(rd, iTime * 0.1618); //rd = rotX(rd, PI / 2.); float d = march(ro, rd); vec3 p = ro + rd * d; float dif = light(p); vec3 col = vec3(dif); col = blackbody(d * 10.); col += vec3(abs(mod((p.x + sin(iTime))/ 10., 1.) - 0.5) * dif, abs(mod((p.y + sin(iTime)) / 10., 1.) - 0.5) * dif, abs(mod((p.z + sin(iTime)) / 10., 1.) - 0.5) * dif); // Output to screen col = pow(col, vec3(0.454545)); fragColor = vec4(col, 1.0); }`