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Add liquid lsd shader #37

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45 changes: 45 additions & 0 deletions liquid-lsd.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,45 @@
#define TAU 6.28318530718
#define MAX_ITER 6

vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float time = iTime * 0.8 + 23.0; // Faster time multiplier

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you can change it to be more smooth

vec2 uv = fragCoord.xy / iResolution.xy;

vec2 center = uv - 0.5;
float angle = atan(center.y, center.x);
float radius = length(center);

vec2 p = mod(uv*TAU, TAU)-250.0;
vec2 i = vec2(p);
float c = 1.0;
float inten = 0.005;

for (int n = 0; n < MAX_ITER; n++) {
float t = time * (1.0 - (3.5/float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(vec2(p.x/(sin(i.x+t)/inten), p.y/(cos(i.y+t)/inten)));
}
c /= float(MAX_ITER);
c = 1.17 - pow(c, 1.4);

float hue = fract(angle/TAU + time*0.5 + radius*1.5);
vec3 rainbow = hsv2rgb(vec3(hue, 0.9, 1.0));

float intensity = pow(abs(c), 10.0) * 2.0;
vec3 color = rainbow * intensity;
color = clamp(color, 0.0, 1.0);

vec2 tc = vec2(cos(c)-0.75, sin(c)-0.75) * 0.04;
uv = clamp(uv + tc, 0.0, 1.0);

fragColor = texture(iChannel0, uv);
if (fragColor.a == 0.0) fragColor = vec4(1.0);
fragColor *= vec4(color, 1.0);
}