Files
2018-02-24 18:38:15 -05:00

66 lines
1.5 KiB
GLSL

#property description Lightspeed travel rays
#property author https://www.shadertoy.com/view/Xdl3D2
#property frequency 1
const float tau = 6.28318530717958647692;
// Gamma correction
#define GAMMA (2.2)
vec3 ToLinear( in vec3 col )
{
// simulate a monitor, converting colour values into light values
return pow( col, vec3(GAMMA) );
}
vec3 ToGamma( in vec3 col )
{
// convert back into colour values, so the correct light will come out of the monitor
return pow( col, vec3(1.0/GAMMA) );
}
vec4 Noise( in ivec2 x )
{
return 2. * texture(iNoise, (vec2(x)+0.5)/256.0, -100.);
}
void main()
{
vec3 ray;
ray.xy = 2.0*(gl_FragCoord.xy-iResolution.xy*.5)/iResolution.x;
ray.z = 1.0;
//float offset = iTime*.5;
//float speed2 = (cos(offset)+1.0)*2.0;
float offset = iTime * iFrequency * 0.25;
float speed2 = 3. * iAudioLow;
float speed = speed2+.1;
//offset += sin(offset)*.96;
//offset *= 2.0;
vec3 col = vec3(0);
vec3 stp = ray/max(abs(ray.x),abs(ray.y));
vec3 pos = 2.0*stp+.5;
for ( int i=0; i < 20; i++ )
{
float z = Noise(ivec2(pos.xy)).x;
z = fract(z-offset);
float d = 50.0*z-pos.z;
float w = pow(max(0.0,1.0-8.0*length(fract(pos.xy)-.5)),2.0);
vec3 c = max(vec3(0),vec3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed));
col += 1.5*(1.0-z)*c*w;
pos += stp;
}
vec4 fc;
fc.rgb = ToGamma(col);
fc.a = max(max(fc.r, fc.g), fc.b);
fc *= smoothstep(0., 0.2, iIntensity);
vec4 c = texture(iInput, uv);
fragColor = max(c, fc);
}