// SPDX-License-Identifier: MIT // SPDX-FileCopyrightText: 2026 rezky_nightky // Rotate Orion #version 330 in vec2 fragCoord; out vec4 fragColor; uniform float bars[512]; uniform int bars_count; uniform int bar_width; uniform int bar_spacing; uniform vec3 u_resolution; uniform vec3 bg_color; uniform vec3 fg_color; uniform int gradient_count; uniform vec3 gradient_colors[8]; uniform float shader_time; vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) { const float EPS = 0.0001; float yr = (y - y_min) / max(y_max - y_min, EPS); yr = clamp(yr, 0.0, 1.0); return col_1 * (1.0 - yr) + col_2 * yr; } void main() { vec2 p = fragCoord - vec2(0.5); p.x *= u_resolution.x / u_resolution.y; float base_radius = 0.35; float max_len = 0.15; float pad = 2.0 / u_resolution.y; float min_r = max(base_radius - pad, 0.0); float max_r = base_radius + max_len + pad; float r2 = dot(p, p); if (r2 < min_r * min_r || r2 > max_r * max_r) { fragColor = vec4(bg_color, 1.0); return; } float r = sqrt(r2); float theta = atan(p.y, p.x); float pi = radians(180.0); float tau = pi * 2.0; float a = (theta + pi) / tau; a = fract(a); int bc = min(bars_count, 512); if (bc <= 0) { fragColor = vec4(bg_color, 1.0); return; } // Note: rotation is achieved by phase-shifting bar sampling, not by rotating geometry. float rotate_speed = 0.10; float t = fract(shader_time * 0.1); float phase = fract(t * (rotate_speed / 0.1)); float sweep_speed = 0.12; float sweep_pos = fract(t * (sweep_speed / 0.1)); float da = abs(a - sweep_pos); da = min(da, 1.0 - da); float sweep = 1.0 - smoothstep(0.0, 0.08 + fwidth(a), da); float a_sample = fract(a + phase); float cell = a_sample * float(bc); int bar = int(floor(cell)); bar = clamp(bar, 0, bc - 1); int bar_next = bar + 1; if (bar_next >= bc) { bar_next = 0; } float f = fract(cell); float fill = float(bar_width) / max(float(bar_width + bar_spacing), 1.0); float angular = abs(f - 0.5); float px = max(length(dFdx(p)), length(dFdy(p))); float df = 0.35 * (float(bc) * px) / (tau * max(r, px)); float gap_half = (1.0 - fill) * 0.5; float eps = 1.0 / (float(bc) * 2048.0); float gap_cap = max(gap_half - eps, 0.0); float df_cap = min(gap_cap, fill * 0.15); df = min(df, max(df_cap, 1e-6)); float angular_alpha = 1.0 - smoothstep(fill * 0.5 - df, fill * 0.5 + df, angular); angular_alpha *= step(angular, fill * 0.5 + df); angular_alpha *= step(0.01, angular_alpha); float y0 = clamp(bars[bar], 0.0, 1.0); float y1 = clamp(bars[bar_next], 0.0, 1.0); float y = mix(y0, y1, f); float amp = y * (1.0 + 0.8 * (1.0 - y)); float min_len = 1.0 / u_resolution.y; float max_len_cap = max(max_len - min_len, min_len); float len = min(max(amp * max_len, min_len), max_len_cap); float act = smoothstep(0.0, min_len / max_len, amp); float dr = clamp(px, min_len, 2.0 * min_len); float inner = smoothstep(base_radius - dr, base_radius + dr, r); float outer = 1.0 - smoothstep(base_radius + len - dr, base_radius + len + dr, r); float radial_alpha = inner * outer * act; float outer_cap = 1.0 - smoothstep(base_radius + max_len - dr, base_radius + max_len + dr, r); radial_alpha *= outer_cap; float alpha = angular_alpha * radial_alpha; alpha *= step(0.0035, alpha); if (alpha == 0.0) { fragColor = vec4(bg_color, 1.0); return; } vec3 col; if (gradient_count == 0) { col = fg_color; } else { if (gradient_count == 1) { col = gradient_colors[0]; } else { int color = int(floor((gradient_count - 1) * amp)); color = clamp(color, 0, gradient_count - 2); float y_min = float(color) / (gradient_count - 1.0); float y_max = float(color + 1) / (gradient_count - 1.0); col = normalize_C(amp, gradient_colors[color], gradient_colors[color + 1], y_min, y_max); } } col = min(col * (1.0 + 0.35 * sweep * alpha), vec3(1.0)); fragColor = vec4(mix(bg_color, col, alpha), 1.0); }