#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
uniform sampler2D u_text1;
float snoise(vec3 uv, float res) // by trisomie21
{
const vec3 s = vec3(1e0, 1e2, 3e4);
uv *= res;
vec3 uv0 = floor(mod(uv, res))*s;
vec3 uv1 = floor(mod(uv+vec3(1.), res))*s;
vec3 f = fract(uv); f = f*f*(3.-2.*f);
vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z,
uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z);
vec4 r = fract(sin(v*1e-3)*1e5);
float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
r = fract(sin((v + uv1.z - uv0.z)*1e-3)*1e5);
float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
return mix(r0, r1, f.z)*2.-1.;
}
void main()
{
float brightness = .001;
float radius = 0.25 +brightness * 0.1;
float invRadius = 1.09/radius;
vec3 red = vec3( 0.9, 0.2, 0.1 );
vec3 orangeRed = vec3( 0.9, 0.1, 0.1 );
float time = u_time * 0.1;
float aspect = u_resolution.x/u_resolution.y;
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec2 p = -0.5 + uv;
p.x *= aspect;
float fade = pow( length( 2.7 * p ), 0.5 );
float fVal1 = 2.2 - fade;
float fVal2 = 1.1 - fade;
float angle = atan( p.x, p.y )/6.2832;
float dist = length(p);
vec3 coord = vec3( angle, dist, time * 0.2 );
float newTime1 = abs( snoise( coord + vec3( 0.0, -time * ( 0.35 + brightness * 0.001 ), time * 0.015 ), 15.0 ) );
float newTime2 = abs( snoise( coord + vec3( 0.0, -time * ( 0.15 + brightness * 0.001 ), time * 0.015 ), 45.0 ) );
for( int i=1; i<=9; i++ ){
float power = pow( 2.0, float(i + 1) );
fVal1 += ( 0.5 / power ) * snoise( coord + vec3( 0.0, -time, time * 0.2 ), ( power * ( 10.0 ) * ( newTime1 + 1.0 ) ) );
fVal2 += ( 0.5 / power ) * snoise( coord + vec3( 0.0, -time, time * 0.2 ), ( power * ( 25.0 ) * ( newTime2 + 1.0 ) ) );
}
float corona = pow( fVal1 * max( 1.1 - fade, 0.0 ), 2.0 ) * 50.0;
corona += pow( fVal2 * max( 1.1 - fade, 0.0 ), 2.0 ) * 50.0;
corona *= 1.2 - newTime1;
vec3 sphereNormal = vec3( 0.0, 0.0, 1.0 );
vec3 dir = vec3( 0.0 );
vec3 center = vec3( 0.5, 0.5, 1.0 );
vec3 starSphere = vec3( 0.0 );
vec2 sp = -1.0 + 2.0 * uv;
sp.x *= aspect;
sp *= ( 2.0 - brightness );
float r = dot(sp,sp);
float f = (1.0-sqrt(abs(1.0-r)))/(r) + brightness * 0.5;
if( dist < radius ){
corona *= pow( dist * invRadius, 24.0 );
vec2 newUv;
newUv.x = sp.x*f;
newUv.y = sp.y*f;
newUv += vec2( time, 0.0 );
vec3 texSample = texture2D( u_text1, newUv ).rgb;
float uOff = ( texSample.g * brightness * 4.5 + time );
vec2 starUV = newUv + vec2( uOff, 0.0 );
starSphere = texture2D( u_text1, starUV ).rgb;
}
float starGlow = min( max( 1.0 - dist * ( 1.0 - brightness ), 0.0 ), 1.0 );
//fragColor.rgb = vec3( r );
gl_FragColor.rgb = vec3( f * ( 0.2 + brightness * 0.3 ) * red ) + starSphere + corona * red + starGlow * orangeRed;
gl_FragColor.a = 1.0;
}
Do I have to use fbo’s for this?