#version 450 // Galaxy of Universes - 2014-06-19 // https://www.shadertoy.com/view/MdXSzS // Big Bang? *pfft* It's just a small explosion somewhere in a rotating Galaxy of Universes! // Thanks to Kali for his fractal formula. // https://www.shadertoy.com/view/MdXSzS // The Big Bang - just a small explosion somewhere in a massive Galaxy of Universes. // Outside of this there's a massive galaxy of 'Galaxy of Universes'... etc etc. :D // To fake a perspective it takes advantage of the screen being wider than it is tall. layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; const vec2 madd = vec2(0.5, 0.5); void main() { gl_Position = global.MVP * Position; vTexCoord = gl_Position.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; float iGlobalTime = float(global.FrameCount)*0.025; vec2 iResolution = global.OutputSize.xy; void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord.xy / iResolution.xy) - .5; float t = iGlobalTime * .1 + ((.25 + .05 * sin(iGlobalTime * .1))/(length(uv.xy) + .07)) * 2.2; float si = sin(t); float co = cos(t); mat2 ma = mat2(co, si, -si, co); float v1, v2, v3; v1 = v2 = v3 = 0.0; float s = 0.0; for (int i = 0; i < 90; i++) { vec3 p = s * vec3(uv, 0.0); p.xy *= ma; p += vec3(.22, .3, s - 1.5 - sin(iGlobalTime * .13) * .1); for (int i = 0; i < 8; i++) p = abs(p) / dot(p,p) - 0.659; v1 += dot(p,p) * .0015 * (1.8 + sin(length(uv.xy * 13.0) + .5 - iGlobalTime * .2)); v2 += dot(p,p) * .0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - iGlobalTime * .3)); v3 += length(p.xy*10.) * .0003; s += .035; } float len = length(uv); v1 *= smoothstep(.7, .0, len); v2 *= smoothstep(.5, .0, len); v3 *= smoothstep(.9, .0, len); vec3 col = vec3( v3 * (1.5 + sin(iGlobalTime * .2) * .4), (v1 + v3) * .3, v2) + smoothstep(0.2, .0, len) * .85 + smoothstep(.0, .6, v3) * .3; fragColor=vec4(min(pow(abs(col), vec3(1.2)), 1.0), 1.0); } void main(void) { //just some shit to wrap shadertoy's stuff vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy; FragmentCoord.y = -FragmentCoord.y; mainImage(FragColor,FragmentCoord); }