Bookmarked for your convenience. Previously there was discussion about converting a Shadertoy metaballs shader to processing. Inspired by the creative algorithms site I converted another metaball example to JRubyArt.
# from shadertoy example by Edan Kwan
# https://www.shadertoy.com/view/3sySRK
attr_reader :previous_time, :wrapper, :start
def settings
size(640, 360, P2D)
end
def setup
sketch_title 'Metaballs Two'
@previous_time = 0.0
@wrapper = load_shader(data_path('metaballs_two.glsl'))
# Assume the dimension of the window will not change over time
wrapper.set('iResolution', width.to_f, height.to_f, 0.0)
@start = java.lang.System.current_time_millis
end
def playback_time_seconds
(java.lang.System.current_time_millis - start) / 1000.0
end
def render_time
playback_time_seconds - previous_time
end
def draw
wrapper.set('iTime', playback_time_seconds)
@previous_time = playback_time_seconds
# Apply the specified shader to any geometry drawn from this point
shader(wrapper)
# Draw the output of the shader onto a rectangle that covers the whole viewport.
rect(0, 0, width, height)
end
The shader
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds)
float opSmoothUnion( float d1, float d2, float k )
{
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
return mix( d2, d1, h ) - k*h*(1.0-h);
}
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
float map(vec3 p)
{
float d = 2.0;
for (int i = 0; i < 16; i++) {
float fi = float(i);
float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0;
d = opSmoothUnion(
sdSphere(p + sin(time + fi * vec3(52.5126, 64.62744, 632.25)) * vec3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))),
d,
0.4
);
}
return d;
}
vec3 calcNormal( in vec3 p )
{
const float h = 1e-5; // or some other value
const vec2 k = vec2(1,-1);
return normalize( k.xyy*map( p + k.xyy*h ) +
k.yyx*map( p + k.yyx*h ) +
k.yxy*map( p + k.yxy*h ) +
k.xxx*map( p + k.xxx*h ) );
}
void main(void)
{
vec2 uv = gl_FragCoord.xy/iResolution.xy;
// screen size is 6m x 6m
vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x/iResolution.y, 1.0) * 6.0, 3.0);
vec3 rayDir = vec3(0.0, 0.0, -1.0);
float depth = 0.0;
vec3 p;
for(int i = 0; i < 64; i++) {
p = rayOri + rayDir * depth;
float dist = map(p);
depth += dist;
if (dist < 1e-6) {
break;
}
}
depth = min(6.0, depth);
vec3 n = calcNormal(p);
float b = max(0.0, dot(n, vec3(0.577)));
vec3 col = (0.5 + 0.5 * cos((b + iTime * 3.0) + uv.xyx * 2.0 + vec3(0,2,4))) * (0.85 + b * 0.35);
col *= exp( -depth * 0.15 );
// maximum thickness is 2m in alpha channel
gl_FragColor = vec4(col, 1.0 - (depth - 0.5) / 2.0);
}