Orbs

Shader code
shader_type canvas_item;

uniform float EPS = 0.01;

uniform vec2 mouse;

vec2 rot2d(vec2 pos, float rad) {
  return vec2(
              pos.x * cos(rad) - pos.y * sin(rad),
              pos.x * sin(rad) + pos.y * cos(rad)
              );
}

float min4(float a, float b, float c, float d) {
  return min(a, min(b, min(c, d)));
}

float tube(vec2 pos, float width) {
  return length(pos) - width;
}

vec2 rep2(vec2 pos, float interval) {
  return mod(pos, interval) - interval * 0.5;
}

vec3 rep3(vec3 pos, float interval){
  return mod(pos, interval) - interval * .5;
}

float sphere(vec3 pos, float size) {
  return length(pos) - size;
}

float tw(float time)
{
	return sin(time) * 0.5 + 0.5;
}

float dist(vec3 pos) {
  return min4(
              sphere(rep3(pos, 5.0), 1.0),
              10000.0,//tube(rep2(pos.xz, 8.0), .5),
              10000.0,//tube(rep2(pos.yx, 8.0), .5),
              10000.0//tube(rep2(pos.yz, 8.0), .5)
              );
}

vec3 normal(vec3 pos) {
  return normalize(vec3(
                        dist(pos) - dist(vec3(pos.x - EPS, pos.y, pos.z)),
                        dist(pos) - dist(vec3(pos.x, pos.y - EPS, pos.z)),
                        dist(pos) - dist(vec3(pos.x, pos.y, pos.z - EPS))
                        ));
}

vec3 bg(vec2 pos) {
  return vec3(pos / 2.0 + 0.5, 1.0);
}

void fragment() {
  vec2 resolution = (1.0 / SCREEN_PIXEL_SIZE);
  vec2 pos = (FRAGCOORD.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y) * 0.75;
  vec2 mousepos = mouse * 7.0 - 1.0;
  pos = rot2d(pos, TIME / 10.0);
  mousepos = rot2d(mousepos, TIME / 10.0);

  vec3 campos = vec3(2. * mousepos.x, -2. * mousepos.y, 5.0 + TIME);
  vec3 camdir = vec3(0, 0, 1);
  vec3 right = normalize(cross(camdir, vec3(0, 1, 0)));
  vec3 up = normalize(cross(right, camdir));
  vec3 raydir = normalize(pos.x * right + pos.y * up + camdir * 1.0);
  vec3 lightdir = - camdir;

  vec3 color = bg(pos);

  vec3 march = campos;
  for (int i = 0; i < 40; i++) {
    float dist = dist(march);

    if (dist < EPS) {
      vec3 normal = normal(march);
      float light = clamp(dot(normal, lightdir), 0.1, 1.0);
      float depth = pow(clamp(distance(campos, march) / 65.0, 0.0, 1.0), 2.0);
      color = mix(color, vec3(light) + vec3(.2, .2, .2), 1.0 - (1.8-depth));
      break;
    }

    march += raydir * dist;
  }

  COLOR = vec4(color, 1.0);
}
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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Lucas Araújo
Lucas Araújo
5 months ago
I honestly don't even know how to praise this