float2x2 rotation2(float angle) { float c = cos(angle); float s = sin(angle); return float2x2(c, -s, s, c); } float etherMap(float3 p, float time) { p.xz = mul(rotation2(time * 0.4), p.xz); p.xy = mul(rotation2(time * 0.3), p.xy); float3 q = p * 2.0 + time; float wave = sin(q.x + sin(q.z + sin(q.y))) * 0.5; return length(p + float3(sin(time * 0.7), sin(time * 0.7), sin(time * 0.7))) * log(length(p) + 1.0) + wave - 1.0; } float4 shadeVideo(ShaderContext context) { float2 resolution = max(context.outputResolution, float2(1.0, 1.0)); float2 fragCoord = context.uv * resolution; float2 p = fragCoord / resolution.y - offset; float time = context.time * speed; float3 color = float3(0.0, 0.0, 0.0); float d = depth; for (int i = 0; i <= 5; ++i) { float3 rayPosition = float3(0.0, 0.0, 5.0) + normalize(float3(p, -1.0)) * d; float rz = etherMap(rayPosition, time); float f = clamp((rz - etherMap(rayPosition + float3(0.1, 0.1, 0.1), time)) * 0.5, -0.1, 1.0); float3 light = baseColor.rgb + energyColor.rgb * 5.0 * f; color = color * light + smoothstep(2.5, 0.0, rz) * density * light; d += min(rz, 1.0); } color = pow(max(color * brightness, float3(0.0, 0.0, 0.0)), float3(1.0 / max(contrast, 0.001))); return saturate(lerp(float4(color, 1.0), context.sourceColor, sourceMix)); }