#version 300 es precision mediump float; /* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m*m; m = m*m; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } in vec2 in_uv; uniform float u_time; uniform vec2 u_resolution; uniform float u_spread; uniform float u_speed; uniform float u_warp; uniform float u_focus; uniform float u_itensity; out vec4 out_color; float circle(in vec2 _pos, in vec2 _origin, in float _radius) { float SPREAD = 0.7 * u_spread; float SPEED = 0.00055 * u_speed; float WARP = 1.5 * u_warp; float FOCUS = 1.15 * u_focus; vec2 dist = _pos - _origin; float distortion = snoise(vec2( _pos.x * 1.587 * WARP + u_time * SPEED * 0.5, _pos.y * 1.192 * WARP + u_time * SPEED * 0.3 )) * 0.5 + 0.5; float feather = 0.01 + SPREAD * pow(distortion, FOCUS); return 1.0 - smoothstep( _radius - (_radius * feather), _radius + (_radius * feather), dot( dist, dist ) * 4.0 ); } void main() { vec3 green = vec3(1.0) - vec3(153.0 / 255.0, 211.0 / 255.0, 221.0 / 255.0); vec3 purple = vec3(1.0) - vec3(195.0 / 255.0, 165.0 / 255.0, 242.0 / 255.0); vec3 orange = vec3(1.0) - vec3(255.0 / 255.0, 156.0 / 255.0, 136.0 / 255.0); float ratio = u_resolution.x / u_resolution.y; vec2 uv = vec2(in_uv.x, in_uv.y / ratio) * 0.5 + 0.5; vec3 color = vec3(0.0); float greenMix = snoise(in_uv * 1.31 + u_time * 0.8 * 0.00017) * 0.5 + 0.5; float purpleMix = snoise(in_uv * 1.26 + u_time * 0.8 * -0.0001) * 0.5 + 0.5; float orangeMix = snoise(in_uv * 1.34 + u_time * 0.8 * 0.00015) * 0.5 + 0.5; float alphaOne = 0.35 + 0.65 * pow(snoise(vec2(u_time * 0.00012, uv.x)) * 0.5 + 0.5, 1.2); float alphaTwo = 0.35 + 0.65 * pow(snoise(vec2((u_time + 1561.0) * 0.00014, uv.x )) * 0.5 + 0.5, 1.2); float alphaThree = 0.35 + 0.65 * pow(snoise(vec2((u_time + 3917.0) * 0.00013, uv.x )) * 0.5 + 0.5, 1.2); color += vec3(circle(uv, vec2(0.22 + sin(u_time * 0.000201) * 0.06, 0.80 + cos(u_time * 0.000151) * 0.06), 0.15)) * alphaOne * (purple * purpleMix + orange * orangeMix); color += vec3(circle(uv, vec2(0.90 + cos(u_time * 0.000166) * 0.06, 0.42 + sin(u_time * 0.000138) * 0.06), 0.18)) * alphaTwo * (green * greenMix + purple * purpleMix); color += vec3(circle(uv, vec2(0.19 + sin(u_time * 0.000112) * 0.06, 0.25 + sin(u_time * 0.000192) * 0.06), 0.09)) * alphaThree * (orange * orangeMix); color *= u_itensity + 1.0 * pow(snoise(vec2(in_uv.y + u_time * 0.00013, in_uv.x + u_time * -0.00009)) * 0.5 + 0.5, 2.0); vec3 inverted = vec3(1.0) - color; out_color = vec4(color, max(max(color.x, color.y), color.z)); }