Hexagonal tiling + cog wheels
A port to Godot 3.5 of this shader.
I’ve added some uniforms to easily customize the shader to your likings. You can tinker with the rest of the code to change more details, but you’ll need to be careful.
I’ve maintained most of the original code and comments, so you can use this shader to learn how to convert shaders yourself.
Despite most shaders from shadertoy, you can use this one freely, without restrictions; let me know if you end up using it!
Shader code
/*
Original shader by mrange (https://www.shadertoy.com/view/3ljyDD)
Godot 3.5 port with customizable parameters by PmkExpert
As much as possible of the original has been kept, including comments
MIT License
*/
// License CC0: Hexagonal tiling + cog wheels
// Nothing fancy, just hexagonal tiling + cog wheels
shader_type canvas_item;
const float PI = 3.141592654;
const float TAU = (2.0*PI);
uniform vec4 back_color : hint_color = vec4(0.63, 0.63, 0.63, 1.0); //The background color
uniform vec4 gears_color : hint_color = vec4(0.3, 0.3, 0.3, 1.0); //The gears color
uniform float base_zoom : hint_range (0.1, 1.0) = 1.0; //How much the gears are zoomed in
uniform float zoomSpeed : hint_range (0.0, 1.0) = 0.1; //How quickly the zoom effect cycles
uniform float GearSpeed : hint_range (-10.0, 10.0) = 1.0; //The gears speed; negative for opposite direction
uniform float ClockSpeed : hint_range (-10.0, 10.0) = 1.0; //The hands speed; negative to go back in time
//Some other values in the code can be changed, but are mostly details like the number of holes
mat2 MROT(float a){
return mat2(vec2(cos(a),sin(a)),vec2(-sin(a),cos(a)));
}
float hash(in vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,58.233))) * 13758.5453);
}
float pcos(float a) {
return 0.5 + 0.5*cos(a);
}
void rot(inout vec2 p, float a) {
float c = cos(a);
float s = sin(a);
p = vec2(c*p.x + s*p.y, -s*p.x + c*p.y);
}
float modPolar(inout vec2 p, float repetitions) {
float angle = 2.0*PI/repetitions;
float a = atan(p.y, p.x) + angle/2.;
float r = length(p);
float c = floor(a/angle);
a = mod(a,angle) - angle/2.;
p = vec2(cos(a), sin(a))*r;
// For an odd number of repetitions, fix cell index of the cell in -x direction
// (cell index would be e.g. -5 and 5 in the two halves of the cell):
if (abs(c) >= (repetitions/2.0)) c = abs(c);
return c;
}
float pmin(float a, float b, float k) {
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
const vec2 sz = vec2(1.0, sqrt(3.0));
const vec2 hsz = 0.5*sz;
const float smallCount = 16.0;
vec2 hextile(inout vec2 p) {
// See Art of Code: Hexagonal Tiling Explained!
// https://www.youtube.com/watch?v=VmrIDyYiJBA
vec2 p1 = mod(p, sz)-hsz;
vec2 p2 = mod(p - hsz*1.0, sz)-hsz;
vec2 p3 = dot(p1, p1) < dot(p2, p2) ? p1 : p2;
vec2 n = p3 - p;
p = p3;
return n;
}
float circle(vec2 p, float r) {
return length(p) - r;
}
float box(vec2 p, vec2 b) {
vec2 d = abs(p)-b;
return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}
float unevenCapsule(vec2 p, float r1, float r2, float h) {
p.x = abs(p.x);
float b = (r1-r2)/h;
float a = sqrt(1.0-b*b);
float k = dot(p,vec2(-b,a));
if( k < 0.0 ) return length(p) - r1;
if( k > a*h ) return length(p-vec2(0.0,h)) - r2;
return dot(p, vec2(a,b) ) - r1;
}
float cogwheel(vec2 p, float innerRadius, float outerRadius, float cogs, float holes) {
float cogWidth = 0.25*innerRadius*TAU/cogs;
float d0 = circle(p, innerRadius);
vec2 icp = p;
modPolar(icp, holes);
icp -= vec2(innerRadius*0.55, 0.0);
float d1 = circle(icp, innerRadius*0.25);
vec2 cp = p;
modPolar(cp, cogs);
cp -= vec2(innerRadius, 0.0);
float d2 = unevenCapsule(cp.yx, cogWidth, cogWidth*0.75, (outerRadius-innerRadius));
float d3 = circle(p, innerRadius*0.20);
float d = 1E6;
d = min(d, d0);
d = pmin(d, d2, 0.5*cogWidth);
d = min(d, d2);
d = max(d, -d1);
d = max(d, -d3);
return d;
}
float ccell1(vec2 p, float r) {
float d = 1E6;
const float bigCount = 60.0;
vec2 cp0 = p;
rot(cp0, -TIME * GearSpeed *TAU/bigCount);
float d0 = cogwheel(cp0, 0.36, 0.38, bigCount, 5.0);
vec2 cp1 = p;
float nm = modPolar(cp1, 6.0);
cp1 -= vec2(0.5, 0.0);
rot(cp1, 0.2+TAU*nm/2.0 + TIME * GearSpeed *TAU/smallCount);
float d1 = cogwheel(cp1, 0.11, 0.125, smallCount, 5.0);
d = min(d, d0);
d = min(d, d1);
return d;
}
float ccell2(vec2 p, float r) {
float d = 1E6;
vec2 cp0 = p;
float nm = modPolar(cp0, 6.0);
vec2 cp1 = cp0;
const float off = 0.275;
const float count = smallCount + 2.0;
cp0 -= vec2(off, 0.0);
rot(cp0, 0.+TAU*nm/2.0 - TIME * GearSpeed *TAU/count);
float d0 = cogwheel(cp0, 0.09, 0.105, count, 5.0);
cp1 -= vec2(0.5, 0.0);
rot(cp1, 0.2+TAU*nm/2.0 + TIME * GearSpeed *TAU/smallCount);
float d1 = cogwheel(cp1, 0.11, 0.125, smallCount, 5.0);
float l = length(p);
float d2 = l - (off+0.055);
float d3 = d2 + 0.020;
vec2 tp0 = p;
modPolar(tp0, 60.0);
tp0.x -= off;
float d4 = box(tp0, vec2(0.0125, 0.005));
float ctime = -(TIME * ClockSpeed *0.05 + r)*TAU;
vec2 tp1 = p;
rot(tp1, ctime*12.0);
tp1.x -= 0.13;
float d5 = box(tp1, vec2(0.125, 0.005));
vec2 tp2 = p;
rot(tp2, ctime);
tp2.x -= 0.13*0.5;
float d6 = box(tp2, vec2(0.125*0.5, 0.0075));
float d7 = l - 0.025;
float d8 = l - 0.0125;
d = min(d, d0);
d = min(d, d1);
d = min(d, d2);
d = max(d, -d3);
d = min(d, d4);
d = min(d, d5);
d = min(d, d6);
d = min(d, d7);
d = max(d, -d8);
return d;
}
float df(vec2 p, float scale, inout vec2 nn) {
p /= scale;
nn = hextile(p);
nn = round(nn);
float r = hash(nn);
float d;
if (r < 0.5) {
d = ccell1(p, r);
} else {
d = ccell2(p, r);
}
return d*scale;
}
vec3 postProcess(vec3 col, vec2 q) {
//col = saturate(col);
col=pow(clamp(col,0.0,1.0),vec3(0.75));
col=col*0.6+0.4*col*col*(3.0-2.0*col); // contrast
col=mix(col, vec3(dot(col, vec3(0.33))), -0.4); // satuation
col*=0.5+0.5*pow(19.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.7); // vigneting
return col;
}
void fragment() {
vec2 q = FRAGCOORD.xy/(1.0 / SCREEN_PIXEL_SIZE).xy;
vec2 p = -1. + 2. * q;
p.x *= (1.0 / SCREEN_PIXEL_SIZE).x/(1.0 / SCREEN_PIXEL_SIZE).y;
float tm = 0.1 + TIME * zoomSpeed;
p += vec2(cos(tm), sin(tm*sqrt(0.5)));
float z = mix(0.5, base_zoom, pcos(tm*sqrt(0.3)));
float aa = 4.0 / (1.0 / SCREEN_PIXEL_SIZE).y;
vec2 nn = vec2(0.0);
float d = df(p, z, nn);
vec3 col = back_color.rgb;
vec3 baseCol = gears_color.rgb;
vec4 logoCol = vec4(baseCol, 1.0)*smoothstep(-aa, 0.0, -d);
col = mix(col, logoCol.xyz, pow(logoCol.w, 8.0));
col += 0.4*pow(abs(sin(20.0*d)), 0.6);
col = postProcess(col, q);
COLOR.rgb = vec3(col);
COLOR.a = texture(TEXTURE, UV).a;
}
Awesome!