#define STEPS 12
//Noise functions from IQ and other sources that I don't exactly remember. However, not my own work.
float noise3D(vec3 p){
	return fract(sin(dot(p ,vec3(12.9898,78.233,128.852))) * 43758.5453)*2.0-1.0;
}

float simplex3D(vec3 p){

	float f3 = 1.0/3.0;
	float s = (p.x+p.y+p.z)*f3;
	int i = int(floor(p.x+s));
	int j = int(floor(p.y+s));
	int k = int(floor(p.z+s));

	float g3 = 1.0/6.0;
	float t = float((i+j+k))*g3;
	float x0 = float(i)-t;
	float y0 = float(j)-t;
	float z0 = float(k)-t;
	x0 = p.x-x0;
	y0 = p.y-y0;
	z0 = p.z-z0;

	int i1,j1,k1;
	int i2,j2,k2;

	if(x0>=y0)
	{
		if(y0>=z0){ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
		else if(x0>=z0){ i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
		else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }  // Z X Z order
	}
	else
	{
		if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
		else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
		else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
	}

	float x1 = x0 - float(i1) + g3;
	float y1 = y0 - float(j1) + g3;
	float z1 = z0 - float(k1) + g3;
	float x2 = x0 - float(i2) + 2.0*g3;
	float y2 = y0 - float(j2) + 2.0*g3;
	float z2 = z0 - float(k2) + 2.0*g3;
	float x3 = x0 - 1.0 + 3.0*g3;
	float y3 = y0 - 1.0 + 3.0*g3;
	float z3 = z0 - 1.0 + 3.0*g3;

	vec3 ijk0 = vec3(i,j,k);
	vec3 ijk1 = vec3(i+i1,j+j1,k+k1);
	vec3 ijk2 = vec3(i+i2,j+j2,k+k2);
	vec3 ijk3 = vec3(i+1,j+1,k+1);

	vec3 gr0 = normalize(vec3(noise3D(ijk0),noise3D(ijk0*2.01),noise3D(ijk0*2.02)));
	vec3 gr1 = normalize(vec3(noise3D(ijk1),noise3D(ijk1*2.01),noise3D(ijk1*2.02)));
	vec3 gr2 = normalize(vec3(noise3D(ijk2),noise3D(ijk2*2.01),noise3D(ijk2*2.02)));
	vec3 gr3 = normalize(vec3(noise3D(ijk3),noise3D(ijk3*2.01),noise3D(ijk3*2.02)));

	float n0 = 0.0;
	float n1 = 0.0;
	float n2 = 0.0;
	float n3 = 0.0;

	float t0 = 0.5 - x0*x0 - y0*y0 - z0*z0;
	if(t0>=0.0)
	{
		t0*=t0;
		n0 = t0 * t0 * dot(gr0, vec3(x0, y0, z0));
	}
	float t1 = 0.5 - x1*x1 - y1*y1 - z1*z1;
	if(t1>=0.0)
	{
		t1*=t1;
		n1 = t1 * t1 * dot(gr1, vec3(x1, y1, z1));
	}
	float t2 = 0.5 - x2*x2 - y2*y2 - z2*z2;
	if(t2>=0.0)
	{
		t2 *= t2;
		n2 = t2 * t2 * dot(gr2, vec3(x2, y2, z2));
	}
	float t3 = 0.5 - x3*x3 - y3*y3 - z3*z3;
	if(t3>=0.0)
	{
		t3 *= t3;
		n3 = t3 * t3 * dot(gr3, vec3(x3, y3, z3));
	}
	return 96.0*(n0+n1+n2+n3);

}

float fbm(vec3 p)
{
	float f;
    f  = 0.50000*simplex3D( p ); p = p*2.01;
    f += 0.25000*simplex3D( p ); p = p*2.02; //from iq
    f += 0.12500*simplex3D( p ); p = p*2.03;
    f += 0.06250*simplex3D( p ); p = p*2.04;
    f += 0.03125*simplex3D( p );
	return f;
}

float trace(vec3 ro, vec3 rd){

    float t = 0.0;

    vec3 p = ro+rd;

    for(int i = 0; i < STEPS; ++i){
        float d = fbm(p)*0.08;
        t += d;
        p += rd*d;

    }

    return t;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
	vec2 q = fragCoord.xy / iResolution.xy;
    q = -1.0+q*2.0;
    q.x *= iResolution.x/iResolution.y;

    vec3 ro = vec3(0.0, 0.0, iTime*0.05);
	vec3 target = vec3(0.0, 0.0, -1.0);

	vec3 cw = normalize(target-ro);//z
	vec3 cu = normalize( cross(cw, vec3(0.0, 1.0, 0.0)) );//x
	vec3 cv = normalize( cross(cu,cw) );//y
	vec3 rd = normalize(mat3( cu, cv, cw )*vec3(q.xy, 1.5));

    float density = trace(ro, rd);

    vec3 col = vec3(0.8, 0.6, 0.8)+vec3(density);

    col = pow(col, 1.0/vec3(2.2));

	fragColor = vec4(col,1.0);
}
