// sligltly modified version of https://www.shadertoy.com/view/DsVSDV // The only changes are done in the mainImage function // Ive added comments on what to modify // works really well with most colorschemes const float timeMultiplier = 0.5f; #define Rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) #define antialiasing(n) n/min(iResolution.y,iResolution.x) #define S(d,b) smoothstep(antialiasing(3.0),b,d) #define B(p,s) max(abs(p).x-s.x,abs(p).y-s.y) #define deg45 .707 #define R45(p) (( p + vec2(p.y,-p.x) ) *deg45) #define Tri(p,s) max(R45(p).x,max(R45(p).y,B(p,s))) #define DF(a,b) length(a) * cos( mod( atan(a.y,a.x)+6.28/(b*8.0), 6.28/((b*8.0)*0.5))+(b-1.)*6.28/(b*8.0) + vec2(0,11) ) float random(vec2 p) { return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5453123); } float innerGear(vec2 p, float dir) { p *= Rot(radians(-iTime * timeMultiplier * 45. + 45.) * dir); vec2 prevP = p; //p*=Rot(radians(iTime*timeMultiplier*45.+20.)); p = DF(p, 7.); p -= vec2(0.24); p *= Rot(deg45); float d = B(p, vec2(0.01, 0.06)); p = prevP; float d2 = abs(length(p) - 0.42) - 0.02; d = min(d, d2); d2 = abs(length(p) - 0.578) - 0.02; d = min(d, d2); d2 = abs(length(p) - 0.499) - 0.005; d = min(d, d2); p = DF(p, 7.); p -= vec2(0.43); p *= Rot(deg45); d2 = B(p, vec2(0.01, 0.04)); d = min(d, d2); return d; } vec3 pattern1(vec2 p, vec3 col, float dir) { vec2 prevP = p; float size = 0.499; float thick = 0.15; p += vec2(size); float d = abs(length(p) - size) - thick; d = max(d, innerGear(p, dir)); col = mix(col, vec3(1.), S(d, 0.0)); p = prevP; p -= vec2(size); d = abs(length(p) - size) - thick; d = max(d, innerGear(p, dir)); col = mix(col, vec3(1.), S(d, 0.0)); return col; } vec3 pattern2(vec2 p, vec3 col, float dir) { vec2 prevP = p; float size = 0.33; float thick = 0.15; float thift = 0.0; float speed = 0.3; p -= vec2(size, 0.); float d = B(p, vec2(size, thick)); p.x += thift; p.x -= iTime * timeMultiplier * speed * dir; p.x = mod(p.x, 0.08) - 0.04; d = max(d, B(p, vec2(0.011, thick))); p = prevP; d = max(-(abs(p.y) - 0.1), d); //d = min(B(p,vec2(1.,0.1)),d); p.y = abs(p.y) - 0.079; d = min(B(p, vec2(1., 0.02)), d); p = prevP; p -= vec2(0.0, size); float d2 = B(p, vec2(thick, size)); p.y += thift; p.y += iTime * timeMultiplier * speed * dir; p.y = mod(p.y, 0.08) - 0.04; d2 = max(d2, B(p, vec2(thick, 0.011))); p = prevP; d2 = max(-(abs(p.x) - 0.1), d2); d2 = min(B(p, vec2(0.005, 1.)), d2); p.x = abs(p.x) - 0.079; d2 = min(B(p, vec2(0.02, 1.)), d2); d = min(d, d2); p = prevP; p += vec2(0.0, size); d2 = B(p, vec2(thick, size)); p.y += thift; p.y -= iTime * timeMultiplier * speed * dir; p.y = mod(p.y, 0.08) - 0.04; d2 = max(d2, B(p, vec2(thick, 0.011))); p = prevP; d2 = max(-(abs(p.x) - 0.1), d2); d2 = min(B(p, vec2(0.005, 1.)), d2); p.x = abs(p.x) - 0.079; d2 = min(B(p, vec2(0.02, 1.)), d2); d = min(d, d2); p = prevP; p += vec2(size, 0.0); d2 = B(p, vec2(size, thick)); p.x += thift; p.x += iTime * timeMultiplier * speed * dir; p.x = mod(p.x, 0.08) - 0.04; d2 = max(d2, B(p, vec2(0.011, thick))); d = min(d, d2); p = prevP; d = max(-(abs(p.y) - 0.1), d); d = min(B(p, vec2(1., 0.005)), d); p.y = abs(p.y) - 0.079; d = min(B(p, vec2(1., 0.02)), d); p = prevP; d2 = abs(B(p, vec2(size * 0.3))) - 0.05; d = min(d, d2); col = mix(col, vec3(1.), S(d, 0.0)); d = B(p, vec2(0.08)); col = mix(col, vec3(0.), S(d, 0.0)); p *= Rot(radians(60. * iTime * timeMultiplier * dir)); d = B(p, vec2(0.03)); col = mix(col, vec3(1.), S(d, 0.0)); return col; } vec3 drawBelt(vec2 p, vec3 col, float size) { vec2 prevP = p; p *= size; vec2 id = floor(p); vec2 gr = fract(p) - 0.5; float dir = mod(id.x + id.y, 2.) * 2. - 1.; float n = random(id); if (n < 0.5) { if (n < 0.25) { gr.x *= -1.; } col = pattern1(gr, col, dir); } else { if (n > 0.75) { gr.x *= -1.; } col = pattern2(gr, col, dir); } return col; } vec3 gear(vec2 p, vec3 col, float dir) { vec2 prevP = p; p *= Rot(radians(iTime * timeMultiplier * 45. + 13.) * -dir); p = DF(p, 7.); p -= vec2(0.23); p *= Rot(deg45); float d = B(p, vec2(0.01, 0.04)); p = prevP; float d2 = abs(length(p) - 0.29) - 0.02; d = min(d, d2); col = mix(col, vec3(1.), S(d, 0.0)); p *= Rot(radians(iTime * timeMultiplier * 30. - 30.) * dir); p = DF(p, 6.); p -= vec2(0.14); p *= Rot(radians(45.)); d = B(p, vec2(0.01, 0.03)); p = prevP; d2 = abs(length(p) - 0.1) - 0.02; p *= Rot(radians(iTime * timeMultiplier * 25. + 30.) * -dir); d2 = max(-(abs(p.x) - 0.05), d2); d = min(d, d2); col = mix(col, vec3(1.), S(d, 0.0)); return col; } vec3 item0(vec2 p, vec3 col, float dir) { vec2 prevP = p; p.x *= dir; p *= Rot(radians(iTime * timeMultiplier * 30. + 30.)); float d = abs(length(p) - 0.2) - 0.05; col = mix(col, vec3(0.3), S(d, 0.0)); d = abs(length(p) - 0.2) - 0.05; d = max(-p.x, d); float a = clamp(atan(p.x, p.y) * 0.5, 0.3, 1.); col = mix(col, vec3(a), S(d, 0.0)); return col; } vec3 item1(vec2 p, vec3 col, float dir) { p.x *= dir; vec2 prevP = p; p *= Rot(radians(iTime * timeMultiplier * 30. + 30.)); float d = abs(length(p) - 0.25) - 0.04; d = abs(max((abs(p.y) - 0.15), d)) - 0.005; float d2 = abs(length(p) - 0.25) - 0.01; d2 = max((abs(p.y) - 0.12), d2); d = min(d, d2); d2 = abs(length(p) - 0.27) - 0.01; d2 = max(-(abs(p.y) - 0.22), d2); d = min(d, d2); d2 = B(p, vec2(0.01, 0.32)); d2 = max(-(abs(p.y) - 0.22), d2); d = min(d, d2); p = prevP; p *= Rot(radians(iTime * timeMultiplier * -20. + 30.)); p = DF(p, 2.); p -= vec2(0.105); p *= Rot(radians(45.)); d2 = B(p, vec2(0.03, 0.01)); d = min(d, d2); p = prevP; d2 = abs(length(p) - 0.09) - 0.005; d2 = max(-(abs(p.x) - 0.03), d2); d2 = max(-(abs(p.y) - 0.03), d2); d = min(d, d2); col = mix(col, vec3(0.6), S(d, 0.0)); return col; } vec3 item2(vec2 p, vec3 col, float dir) { p.x *= dir; p *= Rot(radians(iTime * timeMultiplier * 50. - 10.)); vec2 prevP = p; float d = abs(length(p) - 0.15) - 0.005; float d2 = abs(length(p) - 0.2) - 0.01; d2 = max((abs(p.y) - 0.15), d2); d = min(d, d2); p = DF(p, 1.); p -= vec2(0.13); p *= Rot(radians(45.)); d2 = B(p, vec2(0.008, 0.1)); d = min(d, d2); p = prevP; p = DF(p, 4.); p -= vec2(0.18); p *= Rot(radians(45.)); d2 = B(p, vec2(0.005, 0.02)); d = min(d, d2); col = mix(col, vec3(0.6), S(d, 0.0)); return col; } float needle(vec2 p) { p.y -= 0.05; p *= 1.5; vec2 prevP = p; p.y -= 0.3; p.x *= 6.; float d = Tri(p, vec2(0.3)); p = prevP; p.y += 0.1; p.x *= 2.; p.y *= -1.; float d2 = Tri(p, vec2(0.1)); d = min(d, d2); return d; } vec3 item3(vec2 p, vec3 col, float dir) { p *= Rot(radians(sin(iTime * timeMultiplier * dir) * 120.)); vec2 prevP = p; p.y = abs(p.y) - 0.05; float d = needle(p); p = prevP; float d2 = abs(length(p) - 0.1) - 0.003; d2 = max(-(abs(p.x) - 0.05), d2); d = min(d, d2); d2 = abs(length(p) - 0.2) - 0.005; d2 = max(-(abs(p.x) - 0.08), d2); d = min(d, d2); p = DF(p, 4.); p -= vec2(0.18); d2 = length(p) - 0.01; p = prevP; d2 = max(-(abs(p.x) - 0.03), d2); d = min(d, d2); col = mix(col, vec3(0.6), S(d, 0.0)); return col; } vec3 drawGearsAndItems(vec2 p, vec3 col, float size) { vec2 prevP = p; p *= size; p += vec2(0.5); vec2 id = floor(p); vec2 gr = fract(p) - 0.5; float n = random(id); float dir = mod(id.x + id.y, 2.) * 2. - 1.; if (n < 0.3) { col = gear(gr, col, dir); } else if (n >= 0.3 && n < 0.5) { col = item0(gr, col, dir); } else if (n >= 0.5 && n < 0.7) { col = item1(gr, col, dir); } else if (n >= 0.7 && n < 0.8) { col = item2(gr, col, dir); } else if (n >= 0.8) { col = item3(gr, col, dir); } return col; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 p = (fragCoord - 0.5 * iResolution.xy) / iResolution.y; // set speed of downwards motion p.y += iTime * timeMultiplier * 0.02; float size = 4.; vec3 col = vec3(0.); // Modify the colors to be darker by multiplying with a small factor vec3 darkFactor = vec3(.5); // This makes everything 50% as bright // Get the original colors but make them darker col = drawBelt(p, col, size) * darkFactor; col = drawGearsAndItems(p, col, size) * darkFactor; // Additional option: you can add a color tint to make it less stark white vec3 tint = vec3(0.1, 0.12, 0.15); // Slight blue-ish dark tint col = col * tint; vec2 uv = fragCoord / iResolution.xy; vec4 terminalColor = texture(iChannel0, uv); // Blend with reduced opacity for the shader elements vec3 blendedColor = terminalColor.rgb + col.rgb * 0.7; // Reduced blend factor fragColor = vec4(blendedColor, terminalColor.a); }