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add visualization (#17)
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markmwangi authored Apr 27, 2024
1 parent 09da671 commit 38ca771
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35 changes: 35 additions & 0 deletions shaders/markmwangi/something.frag
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// Ether by nimitz 2014 (twitter: @stormoid)
// https://www.shadertoy.com/view/MsjSW3
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
// Contact the author for other licensing options

#define TIME iTime * 2.
mat2 m(float a){float c=cos(a), s=sin(a);return mat2(c,-s,s,c);}

uniform float knob_77;
#define KNOB_A knob_77

#define PROBE_B bass * 3.
#define PROBE_C treble * 2.

float map(vec3 p){
p.xz*= m(.9);p.xy*= m(energy / 5.);
vec3 q = p*2.;
return length(p+vec3(tan(-1.535)))*log(length(p)-1.) + sin(q.x+sin(q.z+sin(1.)))*PROBE_C - .01;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ){
vec2 position = fragCoord.xy/iResolution.y - vec2(PROBE_C * (.1 * PROBE_C) / 100. + .45, energy / 25. +.55);

vec3 cl = vec3(energy * 8.0);
float d = 4.5;
for(int i=0; i<=5; i++) {
vec3 p = vec3(0.,0.,6.) + normalize(vec3(position, -.7))*d;
float rz = map(p);
float f = clamp((rz - map(p+.1))*-1.535 , -.1, PROBE_B );
vec3 l = vec3(PROBE_B * .01,0.3,.4) + vec3(5., 2.5, 3.)*f;
cl = cl*l + smoothstep(-50., -1.0, rz)*1.7 * l;
d += min(rz, .8);
}
fragColor = vec4(cl, 1.)/ (energy * 85.);
}

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