//CBS //Parallax scrolling fractal galaxy. //Inspired by JoshP's Simplicity shader: https://www.shadertoy.com/view/lslGWr // http://www.fractalforums.com/new-theories-and-research/very-simple-formula-for-fractal-patterns/ float field(in vec3 p,float s) { float strength = 7. + .03 * log(1.e-6 + fract(sin(iTime) * 4373.11)); float accum = s/4.; float prev = 0.; float tw = 0.; for (int i = 0; i < 26; ++i) { float mag = dot(p, p); p = abs(p) / mag + vec3(-.5, -.4, -1.5); float w = exp(-float(i) / 7.); accum += w * exp(-strength * pow(abs(mag - prev), 2.2)); tw += w; prev = mag; } return max(0., 5. * accum / tw - .7); } // Less iterations for second layer float field2(in vec3 p, float s) { float strength = 7. + .03 * log(1.e-6 + fract(sin(iTime) * 4373.11)); float accum = s/4.; float prev = 0.; float tw = 0.; for (int i = 0; i < 18; ++i) { float mag = dot(p, p); p = abs(p) / mag + vec3(-.5, -.4, -1.5); float w = exp(-float(i) / 7.); accum += w * exp(-strength * pow(abs(mag - prev), 2.2)); tw += w; prev = mag; } return max(0., 5. * accum / tw - .7); } vec3 nrand3( vec2 co ) { vec3 a = fract( cos( co.x*8.3e-3 + co.y )*vec3(1.3e5, 4.7e5, 2.9e5) ); vec3 b = fract( sin( co.x*0.3e-3 + co.y )*vec3(8.1e5, 1.0e5, 0.1e5) ); vec3 c = mix(a, b, 0.5); return c; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = 2. * fragCoord.xy / iResolution.xy - 1.; vec2 uvs = uv * iResolution.xy / max(iResolution.x, iResolution.y); vec3 p = vec3(uvs / 4., 0) + vec3(1., -1.3, 0.); p += .2 * vec3(sin(iTime / 16.), sin(iTime / 12.), sin(iTime / 128.)); float freqs[4]; //Sound freqs[0] = texture( iChannel0, vec2( 0.01, 0.25 ) ).x; freqs[1] = texture( iChannel0, vec2( 0.07, 0.25 ) ).x; freqs[2] = texture( iChannel0, vec2( 0.15, 0.25 ) ).x; freqs[3] = texture( iChannel0, vec2( 0.30, 0.25 ) ).x; float t = field(p,freqs[2]); float v = (1. - exp((abs(uv.x) - 1.) * 6.)) * (1. - exp((abs(uv.y) - 1.) * 6.)); //Second Layer vec3 p2 = vec3(uvs / (4.+sin(iTime*0.11)*0.2+0.2+sin(iTime*0.15)*0.3+0.4), 1.5) + vec3(2., -1.3, -1.); p2 += 0.25 * vec3(sin(iTime / 16.), sin(iTime / 12.), sin(iTime / 128.)); float t2 = field2(p2,freqs[3]); vec4 c2 = mix(.4, 1., v) * vec4(1.3 * t2 * t2 * t2 ,1.8 * t2 * t2 , t2* freqs[0], t2); //Let's add some stars //Thanks to http://glsl.heroku.com/e#6904.0 vec2 seed = p.xy * 2.0; seed = floor(seed * iResolution.x); vec3 rnd = nrand3( seed ); vec4 starcolor = vec4(pow(rnd.y,40.0)); //Second Layer vec2 seed2 = p2.xy * 2.0; seed2 = floor(seed2 * iResolution.x); vec3 rnd2 = nrand3( seed2 ); starcolor += vec4(pow(rnd2.y,40.0)); fragColor = mix(freqs[3]-.3, 1., v) * vec4(1.5*freqs[2] * t * t* t , 1.2*freqs[1] * t * t, freqs[3]*t, 1.0)+c2+starcolor; }