export default `#define MAX_STEPS 1000 #define MAX_DIST 500. #define E 0.000001 float sdCapsule(vec3 p, vec3 a, vec3 b, float r) { vec3 ab = b - a; vec3 ap = p - a; float t = dot(ab, ap) / dot(ab, ab); t = clamp(t, 0., 1.); vec3 c = a + t * ab; return length(p - c) - r; } float sdTorus(vec3 p, vec2 r) { float x = length(p.xz) - r.x; return length(vec2(x, p.y)) - r.y; } float sdBox(vec3 p, vec3 s) { return length(max(abs(p) - s, 0.)); } float GetDist(vec3 p) { vec4 s = vec4(0, 0, 0, 2); p.x += iTime; float s_dist = (length(mod(p, 10.) - s.xyz) - s.w); float b_dist1 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(0., sin(p.x * 0.2) * 2., sin(p.x * 0.2) * 2.), vec3(10., 0.5, 0.5)) * 0.3; float b_dist2 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(sin(p.y * 0.2) * 2., 0., sin(p.y * 0.2) * 2.), vec3(0.5, 10., 0.5)) * 0.3; float b_dist3 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(sin(p.z * 0.2) * 2., sin(p.z * 0.2) * 2., 0.), vec3(0.5, 0.5, 10.)) * 0.3; float d = min(b_dist1, b_dist2); d = min(d, b_dist3); return d; } float RayMarch(vec3 ro, vec3 rd) { float dO = 0.; for (int i = 0; i < MAX_STEPS; i++) { vec3 p = ro + rd * dO; float dS = GetDist(p); dO += dS; if (dO > MAX_DIST || dS < E) break; } return dO; } vec3 GetNormal(vec3 p) { float d = GetDist(p); vec2 e = vec2(0.3, 0); vec3 n = d - vec3( GetDist(p - e.xyy), GetDist(p - e.yxy), GetDist(p - e.yyx)); return (normalize(n)); } float GetLight(vec3 p) { vec3 lightPos = vec3(0, 10, iTime* 3.); lightPos.xz += vec2(sin(iTime), cos(iTime)) * 5.; vec3 l = normalize(lightPos - p); vec3 n = GetNormal(p); float dif = clamp(dot(l, n), 0., 1.); //float d = RayMarch(p+n*E * 30., l); //if (d < length(lightPos - p)) // dif *= 0.1; return (dif); } vec2 rotate(vec2 p, float theta) { return vec2(cos(p.x) - sin(p.y), sin(p.x) + cos(p.y)); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); vec3 up = normalize(vec3(cos(iTime), sin(iTime), 0)); vec3 ro = vec3(5. + cos(iTime), 5. + sin(iTime), iTime* 3.); vec3 rd = normalize(vec3(uv.x + 1., uv.y + 1., 1 + 1)); float d = RayMarch(ro, rd); vec3 p = ro + rd * d; float dif = GetLight(p); vec3 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); //col = myvec; fragColor = vec4(col,1.0); }`;