// Scene2 effect shader - ShaderToy conversion (volumetric clouds) // Generated by convert_shadertoy.py // NOTE: Manual review recommended - conversion is basic #include "sequence_uniforms" #include "render/fullscreen_uv_vs" @group(0) @binding(2) var uniforms: UniformsSequenceParams; fn N(a: vec3f, p: vec3f) -> f32 { return abs(dot(sin(uniforms.time + 0.1 * p.z + 0.3 * p / a), a + a)); } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { let r = uniforms.resolution; let frag_coord = vec2f(in.position.x, r.y - in.position.y); let u = (frag_coord + frag_coord - r) / r.y; var p = vec3f(0.0); var col = vec4f(0.0); var s: f32 = 0.0; for (var i: f32 = 0.0; i < 100.0; i += 1.0) { p += vec3f(u * s, s); s = 6.0 + p.y; s -= N(vec3f(0.08), p); s -= N(vec3f(0.2), p); s -= N(vec3f(0.6), p); s = 0.1 + abs(s) * 0.2; col += vec4f(4.0, 2.0, 1.0, 0.0) / s; } col *= smoothstep(0.8, 0.75, abs(u.y)); let len_u = max(length(u), 0.0001); col = tanh(col / 2000.0 / len_u); return vec4f(col.rgb, 1.0); }