#define PROCESSING_COLOR_SHADER uniform float time; uniform vec2 resolution; // NEBULA - CoffeeBreakStudios.com (CBS) // Work in progress... // // 3148.26: Switched from classic to simplex noise // 3148.27: Reduced number of stars // 3249.0: Switched to fast computed 3D noise. Less quality but ~ 2x faster // 3249.5: Removed use of random number generator to gain performance // 3265.0: Added rotation: glsl.heroku.com/e#3005.1 //Utility functions vec3 fade(vec3 t) { return vec3(1.0,1.0,1.0);//t*t*t*(t*(t*6.0-15.0)+10.0); } vec2 rotate(vec2 point, float rads) { float cs = cos(rads); float sn = sin(rads); return point * mat2(cs, -sn, sn, cs); } vec4 randomizer4(const vec4 x) { vec4 z = mod(x, vec4(5612.0)); z = mod(z, vec4(3.1415927 * 2.0)); return(fract(cos(z) * vec4(56812.5453))); } // Fast computed noise // http://www.gamedev.net/topic/502913-fast-computed-noise/ const float A = 1.0; const float B = 57.0; const float C = 113.0; const vec3 ABC = vec3(A, B, C); const vec4 A3 = vec4(0, B, C, C+B); const vec4 A4 = vec4(A, A+B, C+A, C+A+B); float cnoise4(const in vec3 xx) { vec3 x = mod(xx + 32768.0, 65536.0); vec3 ix = floor(x); vec3 fx = fract(x); vec3 wx = fx*fx*(3.0-2.0*fx); float nn = dot(ix, ABC); vec4 N1 = nn + A3; vec4 N2 = nn + A4; vec4 R1 = randomizer4(N1); vec4 R2 = randomizer4(N2); vec4 R = mix(R1, R2, wx.x); float re = mix(mix(R.x, R.y, wx.y), mix(R.z, R.w, wx.y), wx.z); return 1.0 - 2.0 * re; } float surface3 ( vec3 coord, float frequency ) { float n = 0.0; n += 1.0 * abs( cnoise4( coord * frequency ) ); n += 0.5 * abs( cnoise4( coord * frequency * 2.0 ) ); n += 0.25 * abs( cnoise4( coord * frequency * 4.0 ) ); n += 0.125 * abs( cnoise4( coord * frequency * 8.0 ) ); n += 0.0625 * abs( cnoise4( coord * frequency * 16.0 ) ); return n; } void main( void ) { float rads = radians(time*3.15); vec2 position = gl_FragCoord.xy / resolution.xy; position += rotate(position, rads); float n = surface3(vec3(position*sin(time*0.1), time * 0.05)*mat3(1,0,0,0,.8,.6,0,-.6,.8),0.9); float n2 = surface3(vec3(position*cos(time*0.1), time * 0.04)*mat3(1,0,0,0,.8,.6,0,-.6,.8),0.8); float lum = length(n); float lum2 = length(n2); vec3 tc = pow(vec3(1.0-lum),vec3(sin(position.x)+cos(time)+4.0,8.0+sin(time)+4.0,8.0)); vec3 tc2 = pow(vec3(1.1-lum2),vec3(5.0,position.y+cos(time)+7.0,sin(position.x)+sin(time)+2.0)); vec3 curr_color = (tc*0.8) + (tc2*0.5); //Let's draw some stars float scale = sin(0.3 * time) + 5.0; vec2 position2 = (((gl_FragCoord.xy / resolution) - 0.5) * scale); float gradient = 0.0; vec3 color = vec3(0.0); float fade = 0.0; float z = 0.0; vec2 centered_coord = position2 - vec2(sin(time*0.1),sin(time*0.1)); centered_coord = rotate(centered_coord, rads); for (float i=1.0; i<=60.0; i++) { vec2 star_pos = vec2(sin(i) * 250.0, sin(i*i*i) * 250.0); float z = mod(i*i - 10.0*time, 256.0); float fade = (256.0 - z) /256.0; vec2 blob_coord = star_pos / z; gradient += ((fade / 384.0) / pow(length(centered_coord - blob_coord), 1.5)) * ( fade); } curr_color += gradient; gl_FragColor = vec4(curr_color, 1.0); }