vec4 sphereI(vec3 pos, const vec3 dir, vec3 sPos){ pos -= sPos; float b = -dot(pos, dir); float d = b * b - dot(pos, pos) + .2; if (d < 0.0) return vec4(-1.); b -= sqrt(d); return vec4(normalize(pos+b*dir), b); } vec4 sceneI(const vec3 pos, const vec3 dir) { vec3 s = sign(dir); float t = max(0., -(pos.y+s.y*1.3)/dir.y); float end = max(0., -(pos.y-s.y*1.0)/dir.y); for(int i = 0; i < 16 && t < end; i++) { vec3 p = pos+t*dir; vec2 fp = floor(p.xz); vec2 co = cos(fp*.5+iTime); vec4 sI = sphereI(pos, dir, vec3(fp+.5, co.x*co.y).xzy); if(sI.w > 0.) return sI; vec2 l = (s.xz*.5+.5+fp-p.xz) / dir.xz; t += min(l.x, l.y) + .1; } return vec4(-1.); } void mainImage(out vec4 o, vec2 u) { mat3 rot = rotationMatrix(vec3(-.7, iTime*.15, 0.)); o = vec4(0.); for(int y = 1; y <= AA; y++) { for(int x = 1; x <= AA; x++) { vec2 uv = (floor(u)+vec2(x, y)/float(AA+1)-iResolution.xy*.5) / iResolution.y; vec3 pos = vec3(0., 0., 7.) * rot; vec3 dir = normalize(vec3(uv, -1.)) * rot; pos.x += iTime*2.; float att = 1.; float d = 10.; for(int i = 0; i < 2; i++) { vec4 t = sceneI(pos, dir); if(t.w < 0.) break; if(i == 0) d = t.w; pos += t.w*dir; vec3 orientation = normalize(vec3(cos(floor(pos.xz) - iTime), .5).xzy); vec3 emission = abs(dot(t.xyz, orientation)) < .2 ? (orientation.yxz+1.) : vec3(.0); emission *= 4.*abs(fract(orientation.y*5.)*2.-1.); float f = fresnel(dir, t.xyz); o.rgb += att*(1.-f) * emission; att *= f; dir = reflect(dir, t.xyz); } o += vec4(att*vec3(1., 1.5, 2.)*step(0., dir.y), d); } } o /= float(AA*AA); }