// gelami has created a nice fix for the creases: https://www.shadertoy.com/view/7l3GDS

#define POINT_COUNT 7

vec2 points[POINT_COUNT];
const float speed = -0.3;
float len = 0.23;
float scale = 0.012;
float intensity = 0.005;
float radius = 0.015;

//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){    
    vec2 a = B - A;
    vec2 b = A - 2.0*B + C;
    vec2 c = a * 2.0;
    vec2 d = A - pos;

    float kk = 1.0 / dot(b,b);
    float kx = kk * dot(a,b);
    float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
    float kz = kk * dot(d,a);      

    float res = 0.0;

    float p = ky - kx*kx;
    float p3 = p*p*p;
    float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
    float h = q*q + 4.0*p3;

    if(h >= 0.0){ 
        h = sqrt(h);
        vec2 x = (vec2(h, -h) - q) / 2.0;
        vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
        float t = uv.x + uv.y - kx;
        t = clamp( t, 0.0, 1.0 );

        // 1 root
        vec2 qos = d + (c + b*t)*t;
        res = length(qos);
    }else{
        float z = sqrt(-p);
        float v = acos( q/(p*z*2.0) ) / 3.0;
        float m = cos(v);
        float n = sin(v)*1.732050808;
        vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
        t = clamp( t, 0.0, 1.0 );

        // 3 roots
        vec2 qos = d + (c + b*t.x)*t.x;
        float dis = dot(qos,qos);
        
        res = dis;

        qos = d + (c + b*t.y)*t.y;
        dis = dot(qos,qos);
        res = min(res,dis);

        qos = d + (c + b*t.z)*t.z;
        dis = dot(qos,qos);
        res = min(res,dis);

        res = sqrt( res );
    }
    
    return res;
}


//http://mathworld.wolfram.com/HeartCurve.html
vec2 getHeartPosition(float t){
    return vec2(16.0 * sin(t) * sin(t) * sin(t),
                -(13.0 * cos(t) - 5.0 * cos(2.0*t)
                - 2.0 * cos(3.0*t) - cos(4.0*t)));
}

//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
    return pow(radius/dist, intensity);
}

float getSegment(float t, vec2 pos, float offset){
	for(int i = 0; i < POINT_COUNT; i++){
        points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28);
    }
    
    vec2 c = (points[0] + points[1]) / 2.0;
    vec2 c_prev;
	float dist = 10000.0;
    
    for(int i = 0; i < POINT_COUNT-1; i++){
        //https://tinyurl.com/y2htbwkm
        c_prev = c;
        c = (points[i] + points[i+1]) / 2.0;
        dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
    }
    return max(0.0, dist);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ){
    vec2 uv = fragCoord/iResolution.xy;
    float widthHeightRatio = iResolution.x/iResolution.y;
    vec2 centre = vec2(0.5, 0.5);
    vec2 pos = centre - uv;
    pos.y /= widthHeightRatio;
    
    //Shift upwards to centre heart
    pos.y += 0.03;
	
    float t = iTime;
    
    float dist = getSegment(t, pos, 0.0);
    float glow = getGlow(dist, radius, intensity);
    
    vec3 background = vec3(0.0,0.0,1.);
    vec3 col = vec3(0.0);
    //col += background;
    
    float modifier = float(POINT_COUNT) * len * cos(iTime);
    float glowScale = 0.02;
    
    for (float i = 0.0; i < 5.; i++) {
    
    modifier = float(POINT_COUNT) * len * cos(t * i/5.);
    scale = 0.0125 * i/5. * max(cos(t*4. * i/6.),0.6);
    glowScale = 2. - (i/25.);
    
    //Get first segment
        dist = getSegment(t, pos, modifier * 1.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(.0,1.0,0.5);

        //Get second segment
        dist = getSegment(t, pos, modifier * 2.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(0.1,0.0,1.0);
        
        //Get third segment
        dist = getSegment(t, pos,  modifier * 3.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(0.0,1.0,0.5);

        //Get fourth segment
        dist = getSegment(t, pos,  modifier * 4.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(0.1,0.0,1.0); 
    }
    
    for (float i = 0.0; i < 5.; i++) {
    
    modifier = float(POINT_COUNT) * len * cos(t * i/5.);
    scale = 0.022 * i/5. * max(cos(t*4. * i/6.),0.6);
    glowScale = 2. - (i/25.);
    
    //Get first segment
        dist = getSegment(t, pos, modifier * 1.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(.0,1.0,0.5);

        //Get second segment
        dist = getSegment(t, pos, modifier * 2.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(0.1,0.0,1.0);
        
        //Get third segment
        dist = getSegment(t, pos,  modifier * 3.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(0.0,1.0,0.5);

        //Get fourth segment
        dist = getSegment(t, pos,  modifier * 4.);
        glow = getGlow(dist, radius, glowScale);
    
        col += 10.0*vec3(smoothstep(0.006, 0.003, dist));
        col += glow * vec3(0.1,0.0,1.0); 
    }
    
    //Tone mapping
    col = 1.0 - exp(-col);
        

    //Gamma
    col = pow(col, vec3(0.4545));

    //Output to screen
    fragColor = vec4(col,1.0);
}
