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//<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
#define PI 3.141592653589793
#define TAU 6.283185307179586
const int octaves = 2;
const float seed = 43758.5453123;
const float seed2 = 73156.8473192;
//旋转度数
// float r1 = 0.1 + ((u_mouse.y + 0.5) * .1);
// float r2 = 0.4 + (u_mouse.x * .2);
float r1 = 0.2;
float r2 = 0.9;
// These awesome complex Math functions curtesy of
// https://github.com/mkovacs/reim/blob/master/reim.glsl
vec2 cCis(float r);
vec2 cLog(vec2 c); // principal value
vec2 cInv(vec2 c);
float cArg(vec2 c);
float cAbs(vec2 c);
vec2 cMul(vec2 a, vec2 b);
vec2 cDiv(vec2 a, vec2 b);
vec2 cCis(float r)
{
return vec2( cos(r), sin(r) );
}
vec2 cExp(vec2 c)
{
return exp(c.x) * cCis(c.y);
}
vec2 cConj(vec2 c)
{
return vec2(c.x, -c.y);
}
vec2 cInv(vec2 c)
{
return cConj(c) / dot(c, c);
}
vec2 cLog(vec2 c)
{
return vec2( log( cAbs(c) ), cArg(c) );
}
float cArg(vec2 c)
{
return atan(c.y, c.x);
}
float cAbs(vec2 c)
{
return length(c);
}
vec2 cMul(vec2 a, vec2 b)
{
return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
}
vec2 cDiv(vec2 a, vec2 b)
{
return cMul(a, cInv(b));
}
float hash(float p)
{
vec2 o = texture2D( u_noise, vec2((p+0.5)/256.0), -100.0 ).xy;
return o.x;
}
vec2 hash(vec2 p)
{
vec2 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xy;
return o - .5;
}
vec3 hash3(vec2 p)
{
vec3 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xyz;
return o;
}
vec4 hash4(vec2 p)
{
vec4 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 );
return o;
}
// LUT Noise by Inigo Quilez - iq/2013
// https://www.shadertoy.com/view/4sfGzS
float noiseLUT( in vec3 x )
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy;
vec2 rg = texture2D(u_noise, (uv+0.5)/256.0).yx - .5;
return mix( rg.x, rg.y, f.z );
}
float fbm1(in vec2 _st, float seed) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (int i = 0; i < octaves; ++i) {
v += a * noiseLUT(vec3(_st, 1.));
// v += a * noise(_st, seed);
_st = rot * _st * 2.0 + shift;
a *= 0.4;
}
return v;
}
float pattern(vec2 uv, float seed, float time, inout vec2 q, inout vec2 r) {
q = vec2( fbm1( uv + vec2(0.0,0.0), seed ),
fbm1( uv + vec2(5.2,1.3), seed ) );
r = vec2( fbm1( uv + 4.0*q + vec2(1.7 - time / 2.,9.2), seed ),
fbm1( uv + 4.0*q + vec2(8.3 - time / 2.,2.8), seed ) );
return fbm1( uv + 4.0*r, seed );
}
vec2 hash2(vec2 p)
{
vec2 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xy;
return o;
}
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix( vec3(1.0), rgb, c.y);
}
vec3 domain(vec2 z){
return vec3(hsb2rgb(vec3(atan(z.y,z.x)/TAU,1.,1.)));
}
vec3 colour(vec2 z) {
return domain(z);
}
vec2 Droste(vec2 uv) {
// 5. Take the tiled strips back to ordinary space.
uv = cLog(uv);
// 4. Scale and rotate the strips
float scale = log(r2/r1);
float angle = atan(scale/(2.0*PI));
uv = cDiv(uv, cExp(vec2(0,angle))*cos(angle));
// 3. this simulates zooming in the tile
uv -= u_time * .2;
// 2. Tile the strips
uv.x = mod(uv.x,log(r2/r1));
// 1. Take the annulus to a strip
uv = cExp(uv)*r1;
return uv;
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
uv *= 2.;
vec2 _uv = uv;
vec2 polar = vec2(length(_uv), atan(uv.y, uv.x));
uv = Droste(uv);
float rInv = 1./length(uv);
uv = uv * rInv - vec2(rInv, 1.);
vec2 p;
vec2 q;
float pat = pattern(uv * 5., seed, u_time * 5., p, q);
vec3 fragcolour = mix(
mix(
vec3(0.1, 0.8, 1.0),
vec3(0.1, 0.8, 1.0),
abs(q.x*p.y)*20.),
vec3(.1, .3, 0.5),
pat
);
fragcolour -= smoothstep(-.1, .9, p.x) * .1;
fragcolour += smoothstep(-.1, .5, p.y) * .1;
fragcolour += (1. - length(_uv * 2.)) *.5 ;
float lcol = clamp(length((_uv) * 4.) - .2, 0., 1.);
float raynoise = fbm1(polar*10.-u_time*2., seed);
fragcolour = mix(
fragcolour,
vec3(sin(p.y * 10.), cos(q.y * 10.), pat * 2.) * .5 + 1.5,
clamp(
abs(
sin(polar.y * 50.)
) * 1. / length(_uv * _uv * 3.) * raynoise - .2,
0.,
1.) * .2);
fragcolour = mix(vec3(1.), fragcolour, lcol);
gl_FragColor = vec4(fragcolour,1.0);
}
//</script>