// By Jaskirat Randhawa ( http://jaskirat.me/ ) // For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015 // Inspiration https://www.shadertoy.com/view/Xtj3DD #ifdef GL_ES precision mediump float; #endif uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouse; float F(float x, float peak, float width){ float y = 0.0; width=width * 0.5; y = smoothstep(peak-width,peak,x) - smoothstep(peak,peak+width,x); return y; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; float timeA = (sin(u_time/5.)); float x1 = sin(timeA)/2.+.5; float y1 = cos(timeA); // x1 = u_mouse.x/u_resolution.x; // y1 = u_mouse.y/u_resolution.y; vec2 center_sun = vec2(0.5); center_sun = vec2 (x1,y1-(.2)); vec3 sun = vec3(1.0,1.0,1.0) *(length(gl_FragCoord.xy - (center_sun * u_resolution.xy)) < (u_resolution.x/20.0) ? 1.0 : 0.0); float halo = (length(gl_FragCoord.xy - center_sun * u_resolution.xy)-(u_resolution.x/40.0))/length(u_resolution.xy); float sunHaloExp = 2.*exp(-pow(halo,2.0)/(pow(1.25-y1,15.2))); sunHaloExp += 2.*exp(-pow(halo,2.0)/(pow(0.004,1.2))); vec3 haloRed = vec3 (.4,0.2,0.1) * sunHaloExp*3.*(2.-y1); vec3 horizon_blue = pow((st.y-1.5),15.)*vec3(0.2,0.5,1.0); vec3 horizon_orange = pow((st.y-1.5),35.)*vec3(1.,0.4,0.1); vec3 horizon = mix(horizon_blue,horizon_orange,pow(1.5-y1,3.)); // horizon = pow(abs(st.y*cos(u_time)/2.-1.),20.)*vec3(0.5,0.7,1.0); vec3 color = vec3(0.); float pct = F(st.y,y1-.20,0.1); // Lens Flare color = vec3(step(.1,sun)+sun); gl_FragColor = vec4(horizon*pct+horizon+sun/3.+haloRed,1.0); }