// Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = -1.0 + 2.0*fragCoord.xy / iResolution.xy; uv.x *= iResolution.x / iResolution.y; // background vec3 color = vec3(0.8 + 0.2*uv.y); // bubbles for( int i=0; i<40; i++ ) { // bubble seeds float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5; float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 ); float pox = sin(float(i)*321.55+4.1) * iResolution.x / iResolution.y; // buble size, position and color float rad = 0.1 + 0.5*siz; vec2 pos = vec2( pox, -1.0-rad + (2.0+2.0*rad)*mod(pha+0.1*iTime*(0.2+0.8*siz),1.0)); float dis = length( uv - pos ); vec3 col = mix( vec3(0.94,0.3,0.0), vec3(0.1,0.4,0.8), 0.5+0.5*sin(float(i)*1.2+1.9)); // col+= 8.0*smoothstep( rad*0.95, rad, dis ); // render float f = length(uv-pos)/rad; f = sqrt(clamp(1.0-f*f,0.0,1.0)); color -= col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f; } // vigneting color *= sqrt(1.5-0.5*length(uv)); fragColor = vec4(color,1.0); } vec3 getSkyboxColor() { vec3 rayDirection = normalize(_normal); vec2 position = rayDirection.xy; position += 0.5; position.y = 1.0 - position.y; //position.y = 0 + position.y; //180° turn vec4 result; mainImage(result, position * iWorldScale.xy); return result.xyz; }