// from https://www.shadertoy.com/view/Msf3Wr #define GLSLSANDBOX #ifdef GLSLSANDBOX #ifdef GL_ES precision mediump float; #endif uniform float time; #ifndef GLSLSANDBOXTOYNOTCOMPATIBLE uniform vec4 iMouse; uniform int iFrame; #else /*GLSLSANDBOXTOYNOTCOMPATIBLE*/ uniform vec2 mouse; #define iMouse mouse #endif /*GLSLSANDBOXTOYNOTCOMPATIBLE*/ uniform vec2 resolution; #define iGlobalTime time #define iResolution (vec3(resolution, 1.)) #endif /*GLSLSANDBOX*/ #define iterations 17 #define formuparam 0.53 #define volsteps 20 #define stepsize 0.1 #define zoom 0.800 #define tile 0.850 #define speed 0.010 #define brightness 0.0015 #define darkmatter 0.300 #define distfading 0.730 #define saturation 0.850 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { //get coords and direction vec2 uv=fragCoord.xy/iResolution.xy-.5; uv.y*=iResolution.y/iResolution.x; vec3 dir=vec3(uv*zoom,1.); float time=iGlobalTime*speed+.25; float a1=.5+time/iResolution.x*2.; float a2=.8+time/iResolution.y*2.; mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1)); mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2)); dir.xz*=rot1; dir.xy*=rot2; vec3 from=vec3(1.,.5,0.5); from+=vec3(time*2.,time,-2.); from.xz*=rot1; from.xy*=rot2; //volumetric rendering float s=0.1,fade=1.; vec3 v=vec3(0.); for (int r=0; r6) fade*=1.-dm; // dark matter, don't render near //v+=vec3(dm,dm*.5,0.); v+=fade; v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance fade*=distfading; // distance fading s+=stepsize; } v=mix(vec3(length(v)),v,saturation); //color adjust fragColor = vec4(v*.01,1.); } void main (void) { vec4 color = vec4 (0.0, 0.0, 0.0, 1.0); mainImage (color, gl_FragCoord.xy); color.w = 1.0; gl_FragColor = color; }