#define GLSLIFY 1 uniform float time; uniform float seed; uniform vec2 resolution; uniform vec2 pointer; uniform vec2 scroll; uniform float transition; float noise3D(vec3 p){ return fract(sin(dot(p,vec3(12.9898,78.233,128.852)))*43758.5453)*2.-1.; } float simplex3D(vec3 p){ float f3=1./3.; float s=(p.x+p.y+p.z)*f3; int i=int(floor(p.x+s)); int j=int(floor(p.y+s)); int k=int(floor(p.z+s)); float g3=1./6.; float t=float((i+j+k))*g3; float x0=float(i)-t; float y0=float(j)-t; float z0=float(k)-t; x0=p.x-x0; y0=p.y-y0; z0=p.z-z0; int i1,j1,k1; int i2,j2,k2; if(x0>=y0) { if(y0>=z0){i1=1;j1=0;k1=0;i2=1;j2=1;k2=0;}// X Y Z order else if(x0>=z0){i1=1;j1=0;k1=0;i2=1;j2=0;k2=1;}// X Z Y order else{i1=0;j1=0;k1=1;i2=1;j2=0;k2=1;}// Z X Z order } else { if(y0<z0){i1=0;j1=0;k1=1;i2=0;j2=1;k2=1;}// Z Y X order else if(x0<z0){i1=0;j1=1;k1=0;i2=0;j2=1;k2=1;}// Y Z X order else{i1=0;j1=1;k1=0;i2=1;j2=1;k2=0;}// Y X Z order } float x1=x0-float(i1)+g3; float y1=y0-float(j1)+g3; float z1=z0-float(k1)+g3; float x2=x0-float(i2)+2.*g3; float y2=y0-float(j2)+2.*g3; float z2=z0-float(k2)+2.*g3; float x3=x0-1.+3.*g3; float y3=y0-1.+3.*g3; float z3=z0-1.+3.*g3; vec3 ijk0=vec3(i,j,k); vec3 ijk1=vec3(i+i1,j+j1,k+k1); vec3 ijk2=vec3(i+i2,j+j2,k+k2); vec3 ijk3=vec3(i+1,j+1,k+1); vec3 gr0=normalize(vec3(noise3D(ijk0),noise3D(ijk0*2.01),noise3D(ijk0*2.02))); vec3 gr1=normalize(vec3(noise3D(ijk1),noise3D(ijk1*2.01),noise3D(ijk1*2.02))); vec3 gr2=normalize(vec3(noise3D(ijk2),noise3D(ijk2*2.01),noise3D(ijk2*2.02))); vec3 gr3=normalize(vec3(noise3D(ijk3),noise3D(ijk3*2.01),noise3D(ijk3*2.02))); float n0=0.; float n1=0.; float n2=0.; float n3=0.; float t0=.5-x0*x0-y0*y0-z0*z0; if(t0>=0.) { t0*=t0; n0=t0*t0*dot(gr0,vec3(x0,y0,z0)); } float t1=.5-x1*x1-y1*y1-z1*z1; if(t1>=0.) { t1*=t1; n1=t1*t1*dot(gr1,vec3(x1,y1,z1)); } float t2=.5-x2*x2-y2*y2-z2*z2; if(t2>=0.) { t2*=t2; n2=t2*t2*dot(gr2,vec3(x2,y2,z2)); } float t3=.5-x3*x3-y3*y3-z3*z3; if(t3>=0.) { t3*=t3; n3=t3*t3*dot(gr3,vec3(x3,y3,z3)); } return 96.*(n0+n1+n2+n3); } float sdRect(vec2 uv,vec2 tl,vec2 br){ vec2 d=max(tl-uv,uv-br); return length(max(vec2(0.),d))+min(0.,max(d.x,d.y)); } void ray(inout vec4 col,inout vec2 uv){ //rays col+=vec4( .04*2.*simplex3D(vec3(uv/1541.325,time*.562)), .02*2.*simplex3D(vec3(uv/1443.654,time*.315)), .08*2.*simplex3D(vec3(uv/1612.252,time*.524)), 1. ); } void noise(inout vec4 col,inout vec2 uv){ //noise col+=vec4( .2*simplex3D(vec3(uv/1.325,time*.252)), .1*simplex3D(vec3(uv/1.654,time*.352)), .4*simplex3D(vec3(uv/1.252,time*.256)), 1. ); } void grid(inout vec4 col,inout vec2 uv){ vec2 oUv=vec2(uv); uv*=10.; uv.x+=sin(time+oUv.y*6.125)*.3151; uv.y+=cos(time+oUv.x*5.5312)*.225; uv=fract(uv)-vec2(.5); float borderDist=1.+sdRect(uv,vec2(-.5),vec2(.5)); col=mix(col,vec4(vec3(0.,.3,.4),1.),pow(borderDist,20.)*.3); } float expImpulse(float x,float k){ float h=k*x; return h*exp(1.-h); } void blackHole(inout vec4 col,inout vec2 uv,out float mag){ vec2 center=resolution*.5; center+=(pointer-resolution*.5)*0.2; float dx=(uv.x-center.x)/(resolution.x*.5); float dy=(uv.y-center.y)/(resolution.x*.5); mag=pow(clamp(1.-sqrt(pow(dx,2.)+pow(dy,2.)),.0,1.),5.); float dist=1.-sqrt(pow(uv.x-center.x,2.)+pow(uv.y-center.y,2.))/resolution.x; float xMag=pow(expImpulse(fract((dist+time)/4.)*4.,4.),1.); uv.x-=dx*(mag+xMag*.07)*10000.; uv.y-=dy*(mag+xMag*.07)*10000.; col=mix(col,vec4(vec3(.1,.1,.2),1.),xMag*.7); } void main(){ vec2 aspect=vec2(1.,resolution.y/resolution.x); vec2 uv=gl_FragCoord.xy; vec4 col=vec4(.04,.02,.08,1.); float bhMag; blackHole(col,uv,bhMag); ray(col,uv); //noise(col, uv); uv/=resolution.xy;//scale uv-=vec2(.5);//translate uv*=aspect;//apply aspect vec2 gridUv=vec2(uv); grid(col,gridUv); col=mix(col,vec4(vec3(.3,.8,.9),1.),pow(smoothstep(0.,.9,bhMag),.5)); col=mix(col,vec4(vec3(0.),1.),pow(smoothstep(0.,.2,bhMag),20.)); gl_FragColor=col; }