// Lame 1k shadertoy compofiller // By Fell ov thee RiFT // Sundown2013 baby - mad love! #define f float #define r return #define v vec3 #define N normalize const f m=.00001,F=100.,ms=128.; f t=iGlobalTime; f s(v p,f g,f b){ p*=g; v i=floor(p),c; vec4 a=dot(i,v(1,57,21))+vec4(0,57,21,78); c=-cos((p-i)*3.141)/2.+.5; a=mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)),c.x); a.xy=mix(a.xz,a.yw,c.y); r mix(a.x,a.y,c.z)*b; } v P(v p,v c){ r mod(p,c)-c/2.; } f h(v p){ v p2=P(p,v(20.)); r length(p2)-(5.+5.*sin(t/2.))+5.*s(p,.5,1.); } v sk(vec2 u){ r mix(v(1.,.607,0),v(.349,.922,.882),u.y); } void main(){ vec2 q=-1.+2.*gl_FragCoord.xy/iResolution.xy; q.x*=iResolution.x/iResolution.y; v cp=v(.1*sin(t),.5,6.*t), w=N(-cp),u=N(cross(v(cos(t/2.),sin(t/2.),0),w)), rd=N(q.x*u+q.y*N(cross(w,u))+w); v p=cp,c; f d,E=0.,S=1.; for(f k=0.;kF)break; } if(d<.8){ d=0.; for(f i=0.;i<9.;i++) d+=h(p+v(cos(i),sin(i),-cos(i))/4.); c=mix(clamp(min(2.,d*d*h(p+v(.5,.5,0)*.1)*16.)*v(.5,.5,.44)*S,v(0),v(1)),sk(q),pow(E/F,2.)); }else c=sk(q); if(t<5.)c*=t/5.; gl_FragColor=vec4(c,abs(2./(E-F/2.))); }