Live parameters
Quality
64
Look
0.150
Geometry
0.40
Motion
1.00
Color
GLSL source
#ifndef MARCH_STEPS
#define MARCH_STEPS 64
#endif
#ifndef DENSITY
#define DENSITY 0.15
#endif
#ifndef TIME_SCALE
#define TIME_SCALE 1.0
#endif
#ifndef BLEND_K
#define BLEND_K 0.4
#endif
#ifndef LAVA_HOT
#define LAVA_HOT vec3(1.0)
#endif
#ifndef LAVA_COOL
#define LAVA_COOL vec3(1.0)
#endif
#ifndef USE_PALETTE
#define USE_PALETTE 0
#endif
float opSmoothUnion( float d1, float d2, float k )
{
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
return mix( d2, d1, h ) - k*h*(1.0-h);
}
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
float map(vec3 p)
{
float d = 2.0;
for (int i = 0; i < 16; i++) {
float fi = float(i);
float time = iTime * TIME_SCALE * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0;
d = opSmoothUnion(
sdSphere(p + sin(time + fi * vec3(52.5126, 64.62744, 632.25)) * vec3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))),
d,
BLEND_K
);
}
return d;
}
vec3 calcNormal( in vec3 p )
{
const float h = 1e-5; // or some other value
const vec2 k = vec2(1,-1);
return normalize( k.xyy*map( p + k.xyy*h ) +
k.yyx*map( p + k.yyx*h ) +
k.yxy*map( p + k.yxy*h ) +
k.xxx*map( p + k.xxx*h ) );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
// screen size is 6m x 6m
vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x/iResolution.y, 1.0) * 6.0, 3.0);
vec3 rayDir = vec3(0.0, 0.0, -1.0);
float depth = 0.0;
vec3 p;
for(int i = 0; i < MARCH_STEPS; i++) {
p = rayOri + rayDir * depth;
float dist = map(p);
depth += dist;
if (dist < 1e-6) {
break;
}
}
depth = min(6.0, depth);
vec3 n = calcNormal(p);
float b = max(0.0, dot(n, vec3(0.577)));
vec3 col = (0.5 + 0.5 * cos((b + iTime * TIME_SCALE * 3.0) + uv.xyx * 2.0 + vec3(0,2,4))) * (0.85 + b * 0.35);
if (USE_PALETTE == 1) {
col = mix(LAVA_COOL, LAVA_HOT, b) * (0.85 + b * 0.35);
} else {
col *= mix(LAVA_COOL, LAVA_HOT, b);
}
col *= exp( -depth * DENSITY );
// maximum thickness is 2m in alpha channel
fragColor = vec4(col, 1.0 - (depth - 0.5) / 2.0);
}
/** SHADERDATA
{
"title": "My Shader 0",
"description": "Lorem ipsum dolor",
"model": "person"
}
*/