Phantom Star for Godot 4.2

JUST A COPY OF Phantom Star for CineShader

 https://www.shadertoy.com/view/ttKGDt

Shader code
shader_type canvas_item;


uniform float alpha : hint_range(0.0, 2.0, 0.2) = 1.0 ;


mat2 rot(float a) {
    float c = cos(a), s = sin(a);
    return mat2(vec2(c,s), vec2(-s,c));
}

const float pi = acos(-1.0);
const float pi2 = pi*2.0;

vec2 pmod(vec2 p, float r) {
    float a = atan(p.x, p.y) + pi/r;
    float n = pi2 / r;
    a = floor(a/n)*n;
    return p*rot(-a);
}

float box( vec3 p, vec3 b ) {
    vec3 d = abs(p) - b;
    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}

float ifsBox(vec3 p, float iTime) {
    for (int i=0; i<5; i++) {
        p = abs(p) - 1.0;
        p.xy *= rot(iTime*0.3);
        p.xz *= rot(iTime*0.1);
    }
    p.xz *= rot(iTime);
    return box(p, vec3(0.4,0.8,0.3));
}

float map(vec3 p, vec3 cPos, float time) {
    vec3 p1 = p;
    p1.x = mod(p1.x-5., 10.) - 5.;
    p1.y = mod(p1.y-5., 10.) - 5.;
    p1.z = mod(p1.z, 16.)-8.;
    p1.xy = pmod(p1.xy, 5.0);
    return ifsBox(p1, time);
}

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	// Called for every pixel the material is visible on.
	vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
	vec2 p = (FRAGCOORD.xy * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);

    vec3 cPos = vec3(0.0,0.0, -3.0 * TIME);
    // vec3 cPos = vec3(0.3*sin(iTime*0.8), 0.4*cos(iTime*0.3), -6.0 * iTime);
    vec3 cDir = normalize(vec3(0.0, 0.0, -1.0));
    vec3 cUp  = vec3(sin(TIME), 1.0, 0.0);
    vec3 cSide = cross(cDir, cUp);

    vec3 ray = normalize(cSide * p.x + cUp * p.y + cDir);

    // Phantom Mode https://www.shadertoy.com/view/MtScWW by aiekick
    float acc = 0.0;
    float acc2 = 0.0;
    float t = 0.0;
    for (int i = 0; i < 99; i++) {
        vec3 pos = cPos + ray * t;
        float dist = map(pos, cPos, TIME);
        dist = max(abs(dist), 0.02);
        float a = exp(-dist*3.0);
        if (mod(length(pos)+24.0*TIME, 30.0) < 3.0) {
            a *= 2.0;
            acc2 += a;
        }
        acc += a;
        t += dist * 0.5;
    }

    vec3 col = vec3(acc * 0.01, acc * 0.011 + acc2*0.002, acc * 0.012+ acc2*0.005);
    COLOR = vec4(col, (1.0 - t * 0.03) * alpha);
}

//void light() {
	// Called for every pixel for every light affecting the CanvasItem.
	// Uncomment to replace the default light processing function with this one.
//}
This shader is a port from an existing Shadertoy project. Shadertoy shaders are by default protected under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) license unless anything else has been stated by the author. For more info, see our License terms.

More from RayL019

BUBBLE TEA TIME

Protean clouds

Cosine Water

Related shaders

Flaring Star

Star Nest

MARIO STAR CLASSIC AND WHITE SHINE

Subscribe
Notify of
guest

0 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments