#version 300
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform int iFrame;
uniform vec4 iMouse;
out vec4 shadertoy_outcolor;
// The Universe Within - by Martijn Steinrucken aka BigWings 2018
// Email:countfrolic@gmail.com Twitter:@The_ArtOfCode
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// After listening to an interview with Michael Pollan on the Joe Rogan
// podcast I got interested in mystic experiences that people seem to
// have when using certain psycoactive substances.
//
// For best results, watch fullscreen, with music, in a dark room.
//
// I had an unused 'blockchain effect' lying around and used it as
// a base for this effect. Uncomment the SIMPLE define to see where
// this came from.
//
// Use the mouse to get some 3d parallax.
// Music - Terrence McKenna Mashup - Jason Burruss Remixes
// https://soundcloud.com/jason-burruss-remixes/terrence-mckenna-mashup
//
// YouTube video of this effect:
// https://youtu.be/GAhu4ngQa48
//
// YouTube Tutorial for this effect:
// https://youtu.be/3CycKKJiwis
#define S(a, b, t) smoothstep(a, b, t)
#define NUM_LAYERS 4.
//#define SIMPLE
float N21(vec2 p) {
vec3 a = fract(vec3(p.xyx) * vec3(213.897, 653.453, 253.098));
a += dot(a, a.yzx + 79.76);
return fract((a.x + a.y) * a.z);
}
vec2 GetPos(vec2 id, vec2 offs, float t) {
float n = N21(id+offs);
float n1 = fract(n*10.);
float n2 = fract(n*100.);
float a = t+n;
return offs
+ vec2
(sin(a
*n1
), cos(a
*n2
))*.4; }
float GetT(vec2 ro, vec2 rd, vec2 p) {
return dot(p-ro, rd);
}
float LineDist(vec3 a, vec3 b, vec3 p) {
return length(cross(b-a, p-a))/length(p-a);
}
float df_line( in vec2 a, in vec2 b, in vec2 p)
{
vec2 pa = p - a, ba = b - a;
float h = clamp(dot(pa,ba) / dot(ba,ba), 0., 1.);
return length(pa - ba * h);
}
float line(vec2 a, vec2 b, vec2 uv) {
float r1 = .04;
float r2 = .01;
float d = df_line(a, b, uv);
float d2 = length(a-b);
float fade = S(1.5, .5, d2);
fade
+= S
(.05, .02, abs(d2
-.75)); return S(r1, r2, d)*fade;
}
float NetLayer(vec2 st, float n, float t) {
st = fract(st)-.5;
vec2 p[9];
int i=0;
for(float y=-1.; y<=1.; y++) {
for(float x=-1.; x<=1.; x++) {
p[i++] = GetPos(id, vec2(x,y), t);
}
}
float m = 0.;
float sparkle = 0.;
for(int i=0; i<9; i++) {
m += line(p[4], p[i], st);
float d = length(st-p[i]);
float s = (.005/(d*d));
s *= S(1., .7, d);
float pulse
= sin((fract
(p
[i
].
x)+fract
(p
[i
].
y)+t
)*5.
)*.4+.6;
s *= pulse;
sparkle += s;
}
m += line(p[1], p[3], st);
m += line(p[1], p[5], st);
m += line(p[7], p[5], st);
m += line(p[7], p[3], st);
float sPhase
= (sin(t
+n
)+sin(t
*.1))*.25+.5; sPhase
+= pow(sin(t
*.1)*.5+.5, 50.
)*5.
; m += sparkle*sPhase;//(*.5+.5);
return m;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord-iResolution.xy*.5)/iResolution.y;
vec2 M = iMouse.xy/iResolution.xy-.5;
float t = iTime*.1;
mat2 rot = mat2(c, -s, s, c);
vec2 st = uv*rot;
M *= rot*2.;
float m = 0.;
for(float i=0.; i<1.; i+=1./NUM_LAYERS) {
float z = fract(t+i);
float size = mix(15., 1., z);
float fade = S(0., .6, z)*S(1., .8, z);
m += fade * NetLayer(st*size-M*z, i, iTime);
}
float fft = 0.0f;
float glow = -uv.y*fft*2.;
vec3 baseCol
= vec3
(s
, cos(t
*.4), -sin(t
*.24))*.4+.6; vec3 col = baseCol*m;
col += baseCol*glow;
#ifdef SIMPLE
uv *= 10.;
col = vec3(1)*NetLayer(uv, 0., iTime);
uv = fract(uv);
//if(uv.x>.98 || uv.y>.98) col += 1.;
#else
col *= 1.-dot(uv,uv);
t = mod(iTime, 230.);
col *= S(0., 20., t)*S(224., 200., t);
#endif
fragColor = vec4(col,1);
}
void main()
{
mainImage(shadertoy_outcolor, gl_FragCoord.xy);
}