URL: http://glslsandbox.com/e#25448.3
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 | // Energy Field // By: Brandon Fogerty // bfogerty at gmail dot com  // xdpixel.com // Special thanks to Inigo Quilez for noise! #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 resolution; float hash( float n ) { return fract(sin(n)*753.5453123); } // Slight modification of iq's noise function. float noise( in vec2 x ) {     vec2 p = floor(x);     vec2 f = fract(x);     f = f*f*(3.0-2.0*f);     float n = p.x + p.y*157.0;     return mix(                     mix( hash(n+  0.0), hash(n+  1.0),f.x),                     mix( hash(n+157.0), hash(n+158.0),f.x),             f.y); } float fbm(vec2 p, vec3 a) {      float v = 0.0;      v += noise(p*a.x)*.5;      v += noise(p*a.y)*.25;      v += noise(p*a.z)*.125;      return v; } vec3 drawLines( vec2 uv, vec3 fbmOffset, vec3 color1, vec3 color2 ) {     float timeVal = time * 0.1;     vec3 finalColor = vec3( 0.0 );     for( int i=0; i < 3; ++i )     {         float indexAsFloat = float(i);         float amp = 40.0 + (indexAsFloat*5.0);         float period = 2.0 + (indexAsFloat+2.0);         float thickness = mix( 0.9, 1.0, noise(uv*10.0) );         float t = abs( 0.9 / (sin(uv.x + fbm( uv + timeVal * period, fbmOffset )) * amp) * thickness );         finalColor +=  t * color1;     }     for( int i=0; i < 5; ++i )     {         float indexAsFloat = float(i);         float amp = 40.0 + (indexAsFloat*7.0);         float period = 2.0 + (indexAsFloat+8.0);         float thickness = mix( 0.7, 1.0, noise(uv*10.0) );         float t = abs( 0.8 / (sin(uv.x + fbm( uv + timeVal * period, fbmOffset )) * amp) * thickness );         finalColor +=  t * color2 * 0.6;     }     return finalColor; } void main( void )  {     vec2 uv = ( gl_FragCoord.xy / resolution.xy ) * 2.0 - 1.0;     uv.x *= resolution.x/resolution.y;     uv.xy = uv.yx;     vec3 lineColor1 = vec3( 2.3, 0.5, .5 );     vec3 lineColor2 = vec3( 0.3, 0.5, 2.5 );     vec3 finalColor = vec3(0.0);     float t = sin( time ) * 0.5 + 0.5;     float pulse = mix( 0.10, 0.20, t);     finalColor += drawLines( uv, vec3( 1.0, 20.0, 30.0), lineColor1, lineColor2 ) * pulse;     finalColor += drawLines( uv, vec3( 1.0, 2.0, 4.0), lineColor1, lineColor2 );     gl_FragColor = vec4( finalColor, 1.0 ); } |