content/hifi-content/caitlyn/scratch/hexagonShader.fs
2022-02-13 22:19:19 +01:00

49 lines
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1.5 KiB
GLSL

// 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;
}