precision highp float; varying highp vec2 vTextureCoord; varying highp vec4 vNormal; varying highp vec3 vPosition; uniform sampler2D uSampler; uniform float time; vec2 cinv(in vec2 z) { return (vec2(z.x, -z.y) / dot(z, z)); } vec2 cmul(in vec2 z1, in vec2 z2) { return(vec2(z1.x * z2.x - z1.y * z2.y, z1.x * z2.y + z1.y * z2.x)); } vec2 cdiv(in vec2 z1, in vec2 z2) { return (cmul(z1, cinv(z2))); } vec3 extremize(vec3 v, float n) { if (v.x > n / 2.) v.x = n; else v.x = 0.; if (v.y > n / 2.) v.y = n; else v.y = 0.; if (v.z > n / 2.) v.z = n; else v.z = 0.; return v; } void main() { float slowTime = time / 20.; vec2 a0 = vec2(sin(16. * slowTime) * 1.0 + 5., 0.); vec2 a1 = vec2(sin(17. * slowTime) * 2.0, 0.); vec2 a2 = vec2(sin(18. * slowTime) * 3.0, 0.); vec2 a3 = vec2(sin(19. * slowTime) * 4.0, 0.); vec2 a4 = vec2(sin(1.1 * slowTime) * 5.0, 0.); vec2 a5 = vec2(sin(1.2 * slowTime) * 6.0, 0.); vec2 a6 = vec2(sin(1.3 * slowTime) * 7.0, 0.); vec2 a7 = vec2(sin(1.4 * slowTime) * 8.0, 0.); vec2 a8 = vec2(sin(15. * slowTime) * 9.0, 0.); vec2 a9 = vec2(sin(16. * slowTime) * 10.0, sin(slowTime)); vec2 a10 = vec2(sin(17. * slowTime) * 11.0, 1. + sin(slowTime) * 0.2); vec2 a = vec2(1.0, 1. + sin(0.16 * slowTime) * 0.002); vec2 c = vec2(0.01, sin(slowTime) / 10.); // Normalized pixel coordinates (from 0 to 1) vec2 z = cmul((vTextureCoord/vec2(1., 1.) - 0.5), vec2(4., 0.)); vec2 init_z = z; z.x = abs(z.x); z.y = abs(z.y); vec2 old_z = z; float i_backup; for (float i = 0.0; i < 16.0; i += 1.) { z = z - cmul(a, cdiv(a0 + cmul(z, a1 + cmul(z, a2 + cmul(z, a3 + cmul(z, a4 + cmul(z, a5 + cmul(z, a6 + cmul(z, a7 + cmul(z, a8 + cmul(z, a9 + cmul(a10, z)))))))))), a1 + cmul(z, cmul(a2, vec2(2., 0.)) + cmul(z, cmul(a3, vec2(3., 0.)) + cmul(z, cmul(a4, vec2(4., 0.)) + cmul(z, cmul(a5, vec2(5., 0.)) + cmul(z, cmul(a6, vec2(6., 0.)) + cmul(z, cmul(a7, vec2(7., 0.)) + cmul(z, cmul(a8, vec2(8., 0.)) + cmul(z, cmul(a9, vec2(9., 0.)) + cmul(cmul(a10, vec2(10., 0.)), z))))))))))) + c; if (old_z.x * old_z.x + old_z.y * old_z.y < z.x * z.x + z.y * z.y + 0.001 && old_z.x * old_z.x + old_z.y * old_z.y > z.x * z.x + z.y * z.y - 0.001) { i_backup = i / 16.0; break; } old_z = z; } vec3 n = normalize(vec3(-50., 100., 50.) - vPosition); float diffuse = max(dot(normalize(vNormal.xyz), n), 0.); float specular = pow( max(dot( reflect(n, normalize(vNormal.xyz)), normalize(vec3(0., 0., -50.) - vPosition)), 0.), 10.); gl_FragColor = vec4(vec3(z.x, z.y, i_backup) * diffuse * 0.8 + vec3(z.x, z.y, i_backup) * 0.2 + vec3(specular), 1.0); } // void main() { // vec3 n = normalize(vec3(-200., 200., -200.) - vPosition); // float diffuse = max(dot(normalize(vNormal.xyz), n), 0.); // vec3 tmp = extremize(mod(vPosition.xyz + vec3(1000.), vec3(100.)), 100.); // float texture = (tmp.x + tmp.y + tmp.z) / 300.; // gl_FragColor = vec4(vec3(texture * diffuse), 1.0); // }