#define BLACK_BLEND_THRESHOLD .4 // This is controls the dim of the screen const float timeMultiplier = 0.1f; float sun(vec2 uv, float battery) { float val = smoothstep(0.3, 0.29, length(uv)); float bloom = smoothstep(0.7, 0.0, length(uv)); float cut = 3.0 * sin((uv.y + iTime * timeMultiplier * 0.2 * (battery + 0.02)) * 100.0) + clamp(uv.y * 14.0 + 1.0, -6.0, 6.0); cut = clamp(cut, 0.0, 1.0); return clamp(val * cut, 0.0, 1.0) + bloom * 0.6; } float grid(vec2 uv, float battery) { vec2 size = vec2(uv.y, uv.y * uv.y * 0.2) * 0.01; uv += vec2(0.0, iTime * timeMultiplier * 4.0 * (battery + 0.05)); uv = abs(fract(uv) - 0.5); vec2 lines = smoothstep(size, vec2(0.0), uv); lines += smoothstep(size * 5.0, vec2(0.0), uv) * 0.4 * battery; return clamp(lines.x + lines.y, 0.0, 3.0); } float dot2(in vec2 v) { return dot(v, v); } float sdTrapezoid(in vec2 p, in float r1, float r2, float he) { vec2 k1 = vec2(r2, he); vec2 k2 = vec2(r2 - r1, 2.0 * he); p.x = abs(p.x); vec2 ca = vec2(p.x - min(p.x, (p.y < 0.0) ? r1 : r2), abs(p.y) - he); vec2 cb = p - k1 + k2 * clamp(dot(k1 - p, k2) / dot2(k2), 0.0, 1.0); float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0; return s * sqrt(min(dot2(ca), dot2(cb))); } float sdLine(in vec2 p, in vec2 a, in vec2 b) { vec2 pa = p - a, ba = b - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return length(pa - ba * h); } float sdBox(in vec2 p, in vec2 b) { vec2 d = abs(p) - b; return length(max(d, vec2(0))) + min(max(d.x, d.y), 0.0); } float opSmoothUnion(float d1, float d2, float k) { float h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0); return mix(d2, d1, h) - k * h * (1.0 - h); } float sdCloud(in vec2 p, in vec2 a1, in vec2 b1, in vec2 a2, in vec2 b2, float w) { //float lineVal1 = smoothstep(w - 0.0001, w, sdLine(p, a1, b1)); float lineVal1 = sdLine(p, a1, b1); float lineVal2 = sdLine(p, a2, b2); vec2 ww = vec2(w * 1.5, 0.0); vec2 left = max(a1 + ww, a2 + ww); vec2 right = min(b1 - ww, b2 - ww); vec2 boxCenter = (left + right) * 0.5; //float boxW = right.x - left.x; float boxH = abs(a2.y - a1.y) * 0.5; //float boxVal = sdBox(p - boxCenter, vec2(boxW, boxH)) + w; float boxVal = sdBox(p - boxCenter, vec2(0.04, boxH)) + w; float uniVal1 = opSmoothUnion(lineVal1, boxVal, 0.05); float uniVal2 = opSmoothUnion(lineVal2, boxVal, 0.05); return min(uniVal1, uniVal2); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (2.0 * fragCoord.xy - iResolution.xy) / iResolution.y; float battery = 1.0; //if (iMouse.x > 1.0 && iMouse.y > 1.0) battery = iMouse.y / iResolution.y; //else battery = 0.8; //if (abs(uv.x) < (9.0 / 16.0)) // Grid float fog = smoothstep(0.1, -0.02, abs(uv.y + 0.2)); vec3 col = vec3(0.0, 0.1, 0.2); if (uv.y < -0.2) { uv.y = 3.0 / (abs(uv.y + 0.2) + 0.05); uv.x *= uv.y * 1.0; float gridVal = grid(uv, battery); col = mix(col, vec3(1.0, 0.5, 1.0), gridVal); } else { float fujiD = min(uv.y * 4.5 - 0.5, 1.0); uv.y -= battery * 1.1 - 0.51; vec2 sunUV = uv; vec2 fujiUV = uv; // Sun sunUV += vec2(0.75, 0.2); //uv.y -= 1.1 - 0.51; col = vec3(1.0, 0.2, 1.0); float sunVal = sun(sunUV, battery); col = mix(col, vec3(1.0, 0.4, 0.1), sunUV.y * 2.0 + 0.2); col = mix(vec3(0.0, 0.0, 0.0), col, sunVal); // fuji float fujiVal = sdTrapezoid(uv + vec2(-0.75 + sunUV.y * 0.0, 0.5), 1.75 + pow(uv.y * uv.y, 2.1), 0.2, 0.5); float waveVal = uv.y + sin(uv.x * 20.0 + iTime * timeMultiplier * 2.0) * 0.05 + 0.2; float wave_width = smoothstep(0.0, 0.01, (waveVal)); // fuji color col = mix(col, mix(vec3(0.0, 0.0, 0.25), vec3(1.0, 0.0, 0.5), fujiD), step(fujiVal, 0.0)); // fuji top snow col = mix(col, vec3(1.0, 0.5, 1.0), wave_width * step(fujiVal, 0.0)); // fuji outline col = mix(col, vec3(1.0, 0.5, 1.0), 1.0 - smoothstep(0.0, 0.01, abs(fujiVal))); //col = mix( col, vec3(1.0, 1.0, 1.0), 1.0-smoothstep(0.03,0.04,abs(fujiVal)) ); //col = vec3(1.0, 1.0, 1.0) *(1.0-smoothstep(0.03,0.04,abs(fujiVal))); // horizon color col += mix(col, mix(vec3(1.0, 0.12, 0.8), vec3(0.0, 0.0, 0.2), clamp(uv.y * 3.5 + 3.0, 0.0, 1.0)), step(0.0, fujiVal)); // cloud vec2 cloudUV = uv; cloudUV.x = mod(cloudUV.x + iTime * timeMultiplier * 0.1, 4.0) - 2.0; float cloudTime = iTime * timeMultiplier * 0.5; float cloudY = -0.5; float cloudVal1 = sdCloud(cloudUV, vec2(0.1 + sin(cloudTime + 140.5) * 0.1, cloudY), vec2(1.05 + cos(cloudTime * 0.9 - 36.56) * 0.1, cloudY), vec2(0.2 + cos(cloudTime * 0.867 + 387.165) * 0.1, 0.25 + cloudY), vec2(0.5 + cos(cloudTime * 0.9675 - 15.162) * 0.09, 0.25 + cloudY), 0.075); cloudY = -0.6; float cloudVal2 = sdCloud(cloudUV, vec2(-0.9 + cos(cloudTime * 1.02 + 541.75) * 0.1, cloudY), vec2(-0.5 + sin(cloudTime * 0.9 - 316.56) * 0.1, cloudY), vec2(-1.5 + cos(cloudTime * 0.867 + 37.165) * 0.1, 0.25 + cloudY), vec2(-0.6 + sin(cloudTime * 0.9675 + 665.162) * 0.09, 0.25 + cloudY), 0.075); float cloudVal = min(cloudVal1, cloudVal2); //col = mix(col, vec3(1.0,1.0,0.0), smoothstep(0.0751, 0.075, cloudVal)); col = mix(col, vec3(0.0, 0.0, 0.2), 1.0 - smoothstep(0.075 - 0.0001, 0.075, cloudVal)); col += vec3(1.0, 1.0, 1.0) * (1.0 - smoothstep(0.0, 0.01, abs(cloudVal - 0.075))); } col += fog * fog * fog; col = mix(vec3(col.r, col.r, col.r) * 0.5, col, battery * 0.7); vec2 termUV = fragCoord.xy / iResolution.xy; vec4 terminalColor = texture(iChannel0, termUV); // float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD); vec3 blendedColor = mix(terminalColor.rgb * 1.0, col.rgb * 0.1, alpha); // fragColor = vec4(blendedColor, terminalColor.a); }