FRAMETAGE_PATMID.glsl完整列表#

fractal_pyramid.glsl#
1// Fractal Pyramid by bradjamesgrant
2// Source : https://www.shadertoy.com/view/tsXBzS
3
4vec3 palette(float d){
5 return mix(vec3(0.2,0.7,0.9),vec3(1.,0.,1.),d);
6}
7
8vec2 rotate(vec2 p,float a){
9 float c = cos(a);
10 float s = sin(a);
11 return p*mat2(c,s,-s,c);
12}
13
14float map(vec3 p){
15 for( int i = 0; i<8; ++i){
16 float t = iTime*0.2;
17 p.xz =rotate(p.xz,t);
18 p.xy =rotate(p.xy,t*1.89);
19 p.xz = abs(p.xz);
20 p.xz-=.5;
21 }
22 return dot(sign(p),p)/5.;
23}
24
25vec4 rm (vec3 ro, vec3 rd){
26 float t = 0.;
27 vec3 col = vec3(0.);
28 float d;
29 for(float i =0.; i<64.; i++){
30 vec3 p = ro + rd*t;
31 d = map(p)*.5;
32 if(d<0.02){
33 break;
34 }
35 if(d>100.){
36 break;
37 }
38 //col+=vec3(0.6,0.8,0.8)/(400.*(d));
39 col+=palette(length(p)*.1)/(400.*(d));
40 t+=d;
41 }
42 return vec4(col,1./(d*100.));
43}
44void mainImage( out vec4 fragColor, in vec2 fragCoord )
45{
46 vec2 uv = (fragCoord-(iResolution.xy/2.))/iResolution.x;
47 vec3 ro = vec3(0.,0.,-50.);
48 ro.xz = rotate(ro.xz,iTime);
49 vec3 cf = normalize(-ro);
50 vec3 cs = normalize(cross(cf,vec3(0.,1.,0.)));
51 vec3 cu = normalize(cross(cf,cs));
52
53 vec3 uuv = ro+cf*3. + uv.x*cs + uv.y*cu;
54
55 vec3 rd = normalize(uuv-ro);
56
57 vec4 col = rm(ro,rd);
58
59
60 fragColor = col;
61}
62
63/** SHADERDATA
64{
65 "title": "fractal pyramid",
66 "description": "",
67 "model": "car"
68}
69*/