ISF - Shadertoy - NEON INFINITY wdy3DD


/*{
	"IMPORTED": [],
	"CATEGORIES": [
		"Automatically Converted",
		"Shadertoy"
	],
	"DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/wdy3DD by alro.  Quadratic Bezier curve SDF with glow. Using distance fucntion from [url]https://www.shadertoy.com/view/MlKcDD[/url]",
	"INPUTS": []
}
*/


#define POINT_COUNT 8

vec2 points[POINT_COUNT];
const float speed = -0.75;
const float len = 0.25;
const float scale = 0.012;
float intensity = 0.8;
float radius = 0.03;

//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){
    vec2 a = B - A;
    vec2 b = A - 2.0*B + C;
    vec2 c = a * 2.0;
    vec2 d = A - pos;

    float kk = 1.0 / dot(b,b);
    float kx = kk * dot(a,b);
    float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
    float kz = kk * dot(d,a);

    float res = 0.0;

    float p = ky - kx*kx;
    float p3 = p*p*p;
    float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
    float h = q*q + 4.0*p3;

    if(h >= 0.0){
        h = sqrt(h);
        vec2 x = (vec2(h, -h) - q) / 2.0;
        vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
        float t = uv.x + uv.y - kx;
        t = clamp( t, 0.0, 1.0 );

        // 1 root
        vec2 qos = d + (c + b*t)*t;
        res = length(qos);
    }else{
        float z = sqrt(-p);
        float v = acos( q/(p*z*2.0) ) / 3.0;
        float m = cos(v);
        float n = sin(v)*1.732050808;
        vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
        t = clamp( t, 0.0, 1.0 );

        // 3 roots
        vec2 qos = d + (c + b*t.x)*t.x;
        float dis = dot(qos,qos);

        res = dis;

        qos = d + (c + b*t.y)*t.y;
        dis = dot(qos,qos);
        res = min(res,dis);

        qos = d + (c + b*t.z)*t.z;
        dis = dot(qos,qos);
        res = min(res,dis);

        res = sqrt( res );
    }

    return res;
}

//http://mathworld.wolfram.com/Lemniscate.html
vec2 getLemniscatePosition(float t){
    //Set the width of the lemniscate to depend on the location parameter, leading to a skewed path
    float a = (1.0 + 0.5 + 0.5 * sin(t)) * 15.0;
    return vec2((a * cos(t)) / (1.0 + (sin(t) * sin(t))),
                (a * sin(t) * cos(t))/ (1.0 + (sin(t) * sin(t))));
}

//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
    return pow(radius/dist, intensity);
}

float getSegment(float t, vec2 pos, float offset){
for(int i = 0; i < POINT_COUNT; i++){
        points[i] = getLemniscatePosition(offset + float(i)*len + fract(speed * t) * 6.28);
    }

    vec2 c = (points[0] + points[1]) / 2.0;
    vec2 c_prev;
	float dist = 10000.0;

    for(int i = 0; i < POINT_COUNT-1; i++){
        //https://tinyurl.com/y2htbwkm
        c_prev = c;
        c = (points[i] + points[i+1]) / 2.0;
        dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
    }
    return max(0.0, dist);
}

void main() {

    vec2 uv = isf_FragNormCoord.xy;
    float widthHeightRatio = RENDERSIZE.x/RENDERSIZE.y;
    vec2 centre = vec2(0.5, 0.5);
    vec2 pos = centre - uv;
    pos.y /= widthHeightRatio;

    float t = TIME;

    //Get first segment
    float dist = getSegment(t, pos, 0.0);
    float glow = getGlow(dist, radius, intensity);

    vec3 col = vec3(0.0);

    //White core
    col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
    //Purple glow
    col += glow * vec3(0.7, 0.3, 0.9);

    //Get second segment
    dist = getSegment(t, pos, 3.7);
    glow = getGlow(dist, radius, intensity);

    //White core
    col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
    //Blue glow
    col += glow * vec3(0.3, 0.5, 0.9);

    //Tone mapping
    col = 1.0 - exp(-col);
    //Output to screen
    gl_FragColor = vec4(col, 1.0);
}