#define GLSLIFY 1 //Chaotic system. uniform float time; uniform float seed; uniform vec2 resolution; 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); } vec3 palette(float t){ vec3 a=vec3(.5,.5,.5); vec3 b=vec3(.5,.5,.5); vec3 c=vec3(1.,1.,.5); vec3 d=vec3(.80,.90,.30); return a+b*cos(6.28318*(c*t+d)); } const int iterations=20; void main(){ vec2 uv=gl_FragCoord.xy/resolution.xy; vec2 uv0=uv; //normalize uv uv-=vec2(.5); uv*=min(vec2(resolution.x/resolution.y,1.),vec2(1.,resolution.y/resolution.x)); float a=40.; mat2 rot=mat2(cos(a),sin(a),-sin(a),cos(a)); float ot=1.; float l=length(uv); vec2 r=vec2(0.); float st=120.+time*.1; for(int i=0;i<iterations;++i){ uv=abs(uv*rot)*1.3-1.; r=uv+vec2(sin(st),cos(st))*.5; ot=min(ot,abs(dot(r,r)-l*.015-.5)); } float c=pow(ot,.1)+l*3.; vec3 col=palette(max(c,.75))*(2.-c); //if(uv0.y>.9)col=palette(uv0.x); gl_FragColor=vec4(col,1.); }