//spikey
#define SHAPE length(z.yz)
//normal
//#define SHAPE length(z.xyz)
//bizarro
//#define SHAPE length(z.yz-z.xx)
//etc...
#define HIGH_QUAL
#ifdef HIGH_QUAL
#define MARCH_STEPS 199
#else
#define MARCH_STEPS 99
#endif
float k;
vec3 mcol=vec3(0.0);
void AbsBox(inout vec4 z){//abs box by kali
 z.xyz=abs(z.xyz+1.0)-1.0;
 z*=1.5/clamp(dot(z.xyz,z.xyz),0.25,1.0);
}
void Bulb(inout vec4 z, in vec4 c){//mandelBulb by twinbee
 float r = length(z.xyz);
 float zo = asin(z.z / r) * k + iTime*0.15;
 float zi = atan(z.y, z.x) * 7.0;
 z=pow(r, k-1.0)*vec4(r*vec3(cos(zo)*vec2(cos(zi),sin(zi)),sin(zo)),z.w*k)+c;
}
float DE(vec3 p){
  vec4 c = vec4(p,1.0),z = c;
  Bulb(z,c);
  float r0=(length(z.xyz)-1.15)/z.w;
  z.xyz-=1.0;
  for(int i=0;i<7;i++)AbsBox(z);
  float r=SHAPE;
  mcol.rgb=vec3(1.0,0.5,0.2)+abs(sin(0.2*r+100.0*z.yxz/z.w));
  return 0.5 * max((r-1.0) / z.w,-r0);
}
vec3 sky(vec3 rd, vec3 L){//modified bananaft's & public_int_i's code
  float d=0.4*dot(rd,L)+0.6;
  rd.y+=sin(sqrt(clamp(-rd.y,0.0,0.9))*90.0)*0.45*max(-0.1,rd.y);
  rd=abs(rd);
  float y=max(0.,L.y),sun=max(1.-(1.+10.*y+rd.y)*length(rd-L),0.)
    +.3*pow(1.-rd.y,12.)*(1.6-y);
  return d*mix(vec3(0.3984,0.5117,0.7305),vec3(0.7031,0.4687,0.1055),sun)
    *((.5+pow(y,.4))*(1.5-abs(L.y))+pow(sun,5.2)*y*(5.+15.0*y));
}
float rnd;
void randomize(in vec2 p){rnd=fract(float(iFrame)+sin(dot(p,vec2(13.3145,117.7391)))*42317.7654321);}

vec3 scene(vec3 ro, vec3 rd){
  vec3 L=normalize(vec3(0.4,0.025,0.5));
  vec3 bcol=sky(rd,L);
  vec4 col=vec4(0.0);//color accumulator
  float t=DE(ro)*rnd,d,od=1.0,px=1.0/iResolution.x;
  ro+=rd*t;
  for(int i=0;i<MARCH_STEPS;i++){
    d=DE(ro);
    if(d<px*t){
      float dif=clamp(1.0-d/od,0.2,1.0);
      vec3 scol=mcol*dif*(1.3-0.3*t);
#ifdef HIGH_QUAL
      	vec2 s=vec2(DE(ro+d*4.0*L),DE(ro+d*16.0*L));
        scol*=clamp(0.5*s.x/d+(s.y/d)/8.0,0.0,1.0);
#endif
      float alpha=(1.0-col.w)*clamp(1.0-d/(px*t),0.0,1.0);
      col+=vec4(clamp(scol,0.0,1.0),1.0)*alpha;
      if(col.w>0.9)break;
    }
    t+=d;ro+=rd*d;od=d;
    if(t>6.0)break;
  }
  col.rgb+=bcol*(1.0-clamp(col.w,0.0,1.0));
  return col.rgb;
}
mat3 lookat(vec3 fw){
 fw=normalize(fw);vec3 rt=normalize(cross(fw,vec3(0.0,1.0,0.0)));return mat3(rt,cross(rt,fw),fw);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
   k=7.0+3.0*sin(iTime*0.15);
   randomize(fragCoord);
   float tim=iTime*0.3,r=2.0+cos(tim*0.7);
   vec2 uv=(fragCoord-0.5*iResolution.xy)/iResolution.x;
   vec3 ro=vec3(sin(tim)*r,sin(tim*0.4),cos(tim)*r);
   vec3 rd=lookat(-ro)*normalize(vec3(uv,1.0));
   fragColor=vec4(scene(ro,rd)*2.0,1.0);
}
