ISF - Shadertoy - Re Cypher MlGSzW


/*{
	"IMPORTED": [],
	"CATEGORIES": [
		"block",
		"world",
		"ass",
		"clubber",
		"Automatically Converted"
	],
	"DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/MlGSzW by wizgrav.  Audio reactive version of https://www.shadertoy.com/view/MlsGRS by  @dila,  rewired for clubber. \n\nMetal/rock: https://goo.gl/epB0BX , https://goo.gl/411PTg\nPsytrance(needs work): https://goo.gl/kVdz0G\ndowntempo: https://goo.gl/SB7hie",
	"INPUTS": []
}
*/


// The following block is needed for Clubber integration
#ifndef CLUBBER
vec4 iMusic[4];
const float iTransition = 1.0;
#define CLUBBER_R len * 0.3
#define CLUBBER_G len * 0.3
#define CLUBBER_B len * 0.3
#define CLUBBER_A 0.0
#endif
// Clubber end

#define PI 3.14159

mat3 xrot(float t)
{
    return mat3(1.0, 0.0, 0.0,
                0.0, cos(t), -sin(t),
                0.0, sin(t), cos(t));
}

mat3 yrot(float t)
{
    return mat3(cos(t), 0.0, -sin(t),
                0.0, 1.0, 0.0,
                sin(t), 0.0, cos(t));
}

mat3 zrot(float t)
{
    return mat3(cos(t), -sin(t), 0.0,
                sin(t), cos(t), 0.0,
                0.0, 0.0, 1.0);
}

float sdBox( 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 map(vec3 pos)
{
    float speed = 1.0;
    vec3 grid = floor(pos);
    vec3 gmod = mod(grid, 3.);
    vec3 rmod = mod(grid, 4.0) - 2.0;
    float j = TIME * speed + (CLUBBER_A);
    float tm = fract(j);
    rmod *= (cos(tm*PI)-1.0);

    float g = floor(mod(j,2.0));
    if (g==0.0){
        if (gmod.y*gmod.x==1.0) {
            pos.z += rmod.x*rmod.y*0.5;
        }
    } else if (g==1.0){
        if (gmod.y*gmod.z==1.0) {
            pos.x += rmod.y;
        }
    } else if (g==2.0){
        if (gmod.z==0.0) {
            pos.y += rmod.z*rmod.x*0.5;
        }
    }

    grid = floor(pos);
    pos = pos - grid;
    pos = pos * 2.0 - 1.0;

    float len = 0.9;
vec3 sc = mix(vec3(0.5), vec3(0.96), vec3(CLUBBER_R,CLUBBER_G,CLUBBER_B));
    float d = sdBox(pos, sc);

    bool skip = false;

    if (mod(grid.x,2.0)==0.0 && mod(grid.y,2.0)==0.0) {
        skip = true;
    }

    if (mod(grid.x,2.0)==0.0 && mod(grid.z,2.0)==0.0) {
        skip = true;
    }

    if (mod(grid.y,2.0)==0.0 && mod(grid.z,2.0)==1.0) {
        skip = true;
    }

    if (skip) {
        d = 100.0;
        vec3 off = vec3(2.0,0.0,0.0);
        for (int i = 0; i < 3; ++i) {
            float a = sdBox(pos + off,vec3(sc));
            float b = sdBox(pos - off,vec3(sc));
            d = min(d,min(a,b));
            off = off.zxy;
        }
        d *= 0.5 *(sc.x+sc.y +sc.z) * 0.33 ;
    } else {
        d *= 0.8 * (sc.x+sc.y +sc.z) * 0.33;
    }

    return d;
}

vec3 surfaceNormal(vec3 pos) {
 	vec3 delta = vec3(0.01, 0.0, 0.0);
    vec3 normal;
    normal.x = map(pos + delta.xyz) - map(pos - delta.xyz);
    normal.y = map(pos + delta.yxz) - map(pos - delta.yxz);
    normal.z = map(pos + delta.zyx) - map(pos - delta.zyx);
    return normalize(normal);
}

float aoc(vec3 origin, vec3 ray)
{
    float delta = 0.05;
    const int samples = 8;
    float r = 0.0;
    for (int i = 1; i <= samples; ++i) {
        float t = delta * float(i);
     	vec3 pos = origin + ray * t;
        float dist = map(pos);
        float len = abs(t - dist);
        r += len * pow(2.0, -float(i));
    }
    return r;
}

void main()
{
	vec2 uv = isf_FragNormCoord.xy;
    uv = uv * 2.0 - 1.0;
    uv.x *= RENDERSIZE.x / RENDERSIZE.y;

	vec3 eye = normalize(vec3(uv, 1.0 - dot(uv,uv) * 0.33));
    vec3 origin = vec3(0.0);

    eye = eye * yrot(TIME) * xrot(TIME);

    float speed = 0.5;

    float j = TIME * speed + CLUBBER_A;

    float f = fract(j);
    float g = 1.0 - f;
    f = f*f * g + (1.0-g*g) * f;
    f = f * 2.0 - 1.0;
	float a = floor(j) + f * floor(mod(j,2.0));
    float b = floor(j) + f * floor(mod(j+1.0,2.0));

    origin.x += 0.5 + a;
    origin.y += 0.5;
    origin.z += 0.5 + b;

    float t = 0.0;
    float d = 0.0;

    for (int i = 0; i < 32; ++i){
        vec3 pos = origin + eye * t;
        d = map(pos);
        t += d;
    }

    vec3 worldPos = origin + eye * t;

    vec3 norm = surfaceNormal(worldPos);

    float prod = max(0.0, dot(norm, -eye));

    float amb = aoc(worldPos, -eye);

    vec3 ref = reflect(eye, norm);

    vec3 spec = vec3(0.0);//textureCube(iChannel0, ref).xyz;

    prod = pow(1.0 - prod, 2.0);

    vec3 col = vec3(0.1, 0.3, 0.5);

    spec *= col;

    col = mix(col, spec, prod);

    float shade = pow(max(1.0 - amb, 0.0), 4.0);

    float fog = 1.0 / (1.0 + t * t * 0.2) * shade;

    vec3 final = col;

    final = mix(final, vec3(1.0), fog);

    fog = 1.0 / (1.0 + t * t * 0.1);

	gl_FragColor = vec4(final*fog,0.0);
}