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); } float sdfSphere(vec3 p, float r) { return length(p) - r; } float sdfPyramid( vec3 p, float h) { float m2 = h*h + 0.25; p.xz = abs(p.xz); p.xz = (p.z>p.x) ? p.zx : p.xz; p.xz -= 0.5; vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y); float s = max(-q.x,0.0); float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 ); float a = m2*(q.x+s)*(q.x+s) + q.y*q.y; float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t); float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b); return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y)); } float sdfTriPrism( vec3 p, vec2 h ) { vec3 q = abs(p); return max(q.z-h.y,max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5); } vec3 SDFmod( in vec3 p, in vec3 c) { return (mod(p+0.5*c,c)-0.5*c); return (p); } // 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 length2( vec3 p ) { p=p*p; return sqrt( p.x+p.y+p.z); } float length6( vec3 p ) { p=p*p*p; p=p*p; return pow(p.x+p.y+p.z,1.0/6.0); } float length8( vec3 p ) { p=p*p; p=p*p; p=p*p; return pow(p.x+p.y+p.z,1.0/8.0); } vec3 pos = vec3(0); float scene(vec3 p) { int index = -1; float d = 10000.; float sd1 = sdfPyramid(SDFmod(rotX(rotY(p - pos, iTime / 10. + cos(iTime / 10.) * 50. * p.z / 100. + PI / 2.), iTime / 10. + 0. + sin(iTime / 10.) * 50. * p.x / 1000.), vec3(20.)), 2.) * 0.15; d = min(sd1, d); pos = vec3(0); return d; } vec3 march(vec3 ro, vec3 rd) { float dO = 0.; float mind = 10000.; float index; int steps = 0; for (int mysteps = 0; mysteps < MAX_STEPS; mysteps++) { steps = mysteps; vec3 p = ro + rd * dO; float dS = scene(p); if (dS < mind) mind = dS; dO += dS; if (dS < E || dO > MAX_DIST) break; steps++; } return vec3(dO, mind, steps); } vec3 normal(vec3 p) { float d = scene(p); vec2 e = vec2(0.001, 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 n) { vec3 lightPos = vec3(2.5, 2.5, -10.); vec3 l = normalize(lightPos - p); float dif = clamp(dot(l, n), 0., 1.); return (dif); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); vec3 ro = vec3(2.5, 2.5, -10.); vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); vec3 col = vec3(0); vec3 d = march(ro, rd); vec3 p = ro + rd * d.x; vec3 n = normal(p); float dif = light(p, n); if (d.x < MAX_DIST * 0.9) col += vec3(dif * ((sin(iTime / 1.) + 1.) * 0.25 + 0.5)); else col += blackbody(abs(d.y * sin(iTime / 3.) * 10000.)); col = pow(col, vec3(0.454545)); fragColor = vec4(col, 1.0); }`;