//	Simplex 4D Noise
//	by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}

vec4 grad4(float j, vec4 ip){
  const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
  vec4 p,s;

  p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
  p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
  s = vec4(lessThan(p, vec4(0.0)));
  p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;

  return p;
}

float snoise(vec4 v){
  const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4
                        0.309016994374947451); // (sqrt(5) - 1)/4   F4
// First corner
  vec4 i  = floor(v + dot(v, C.yyyy) );
  vec4 x0 = v -   i + dot(i, C.xxxx);

// Other corners

// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
  vec4 i0;

  vec3 isX = step( x0.yzw, x0.xxx );
  vec3 isYZ = step( x0.zww, x0.yyz );
//  i0.x = dot( isX, vec3( 1.0 ) );
  i0.x = isX.x + isX.y + isX.z;
  i0.yzw = 1.0 - isX;

//  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
  i0.y += isYZ.x + isYZ.y;
  i0.zw += 1.0 - isYZ.xy;

  i0.z += isYZ.z;
  i0.w += 1.0 - isYZ.z;

  // i0 now contains the unique values 0,1,2,3 in each channel
  vec4 i3 = clamp( i0, 0.0, 1.0 );
  vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
  vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

  //  x0 = x0 - 0.0 + 0.0 * C
  vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
  vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
  vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
  vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;

// Permutations
  i = mod(i, 289.0);
  float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
  vec4 j1 = permute( permute( permute( permute (
             i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
           + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
           + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
           + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.

  vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;

  vec4 p0 = grad4(j0,   ip);
  vec4 p1 = grad4(j1.x, ip);
  vec4 p2 = grad4(j1.y, ip);
  vec4 p3 = grad4(j1.z, ip);
  vec4 p4 = grad4(j1.w, ip);

// Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;
  p4 *= taylorInvSqrt(dot(p4,p4));

// Mix contributions from the five corners
  vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
  vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0);
  m0 = m0 * m0;
  m1 = m1 * m1;
  return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
               + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;

}



//-----------------CONSTANTS MACROS-----------------

#define PI 3.14159265359
#define E 2.7182818284
#define GR 1.61803398875
#define MAX_DIM (max(iResolution.x,iResolution.y))
#define FAR (GR)

//-----------------UTILITY MACROS-----------------

#define time ((sin(float(__LINE__))/PI/GR+1.0)*iTime/PI)
#define sphereN(uv) (clamp(1.0-length(uv*2.0-1.0), 0.0, 1.0))
#define clip(x) (smoothstep(0.0, 1.0, x))
#define TIMES_DETAILED (1.0)
#define angle(uv) (atan(uv.y, uv.x))
#define angle_percent(uv) ((angle(uv)/PI+1.0)/2.0)
#define hash(p) (fract(sin(vec2( dot(p,vec2(127.5,313.7)),dot(p,vec2(239.5,185.3))))*43458.3453))

#define flux(x) (vec3(cos(x),cos(4.0*PI/3.0+x),cos(2.0*PI/3.0+x))*.5+.5)
#define rormal(x) (normalize(sin(vec3(time, time/GR, time*GR)+seedling)*.25+.5))
#define rotatePoint(p,n,theta) (p*cos(theta)+cross(n,p)*sin(theta)+n*dot(p,n) *(1.0-cos(theta)))
#define circle(x) (vec2(cos((x)*PI), sin((x)*PI)))
#define saw(x) fract( sign( 1.- mod( abs(x), 2.) ) * abs(x) )

#define TAO 6.283
vec2 Rotate(in vec2 v, float angle) {return v*mat2(cos(angle),sin(angle),-sin(angle),cos(angle));}
vec2 Kaleido(in vec2 v,float power){return Rotate(v,floor(.5+atan(v.x,-v.y)*power/TAO)*TAO/power);}
float HTorus(in vec3 z, float radius1, float radius2){return max(-z.y-0.055,length(vec2(length(z.xy)-radius1,z.z))-radius2-z.x*0.035);}

mat2 rot(float x) {
    return mat2(cos(x), sin(x), -sin(x), cos(x));
}

float sdSphere( vec3 p, vec3 s, float r )
{
    return length(p-s)-r;
}


float scale = 3.;
float seed;
vec3 mcol;
float dfScene(in vec3 z0){
    mcol = z0*GR;
    return (snoise(vec4(z0,time))*.5+.5)-1./3.; //Occupy 1./3 of the space... I guess?
}

vec3 surfaceNormal(vec3 p) {
    vec2 e = vec2(5.0 / iResolution.y, 0);
	float d1 = dfScene(p + e.xyy), d2 = dfScene(p - e.xyy);
	float d3 = dfScene(p + e.yxy), d4 = dfScene(p - e.yxy);
	float d5 = dfScene(p + e.yyx), d6 = dfScene(p - e.yyx);
	float d = dfScene(p) * 2.0;
    return normalize(vec3(d1 - d2, d3 - d4, d5 - d6));
}

//main march
vec3 marchScene(vec3 ro, vec3 rd) {

    vec3 pc = vec3(0.0); //returned pixel colour
    float d = 0.0; //distance marched
    vec3 rp = vec3(0.0); //ray position
    vec3 lp = normalize(vec3(5.0, 8.0, -3.0)); //light position
   	float ns;
    vec3 p;
    for (int i = 0; i < 48; i++) {
        rp = ro + rd * d;
        p = rp;
        //seed = floor((rp.x)/scale)*1.2345+floor((rp.z)/scale)*5.4321;
        //p.xz = (fract((rp.xz)/scale)-.5)*scale;
        ns = dfScene(p);
        d += ns;
        if(d > FAR || ns < 0.)
        {
            break;
        }

    }
    vec3 sky_color = vec3(.35, .35, .85);
    float fog = smoothstep(.75, .9, d/FAR);


    vec3 n = surfaceNormal(p);
    vec3 sc = saw(mcol); //surface colour

    float diff = max(dot(n, lp), 0.0); //diffuse
    pc = sc * 0.5 + diff * sc ;
    float spe = pow(max(dot(reflect(rd, n), lp), 0.), 16.); //specular.
    pc = (pc + spe * vec3(1.0))*(1.-fog)+fog*sky_color;

    return pc*(1.-smoothstep(.5, 1., d/FAR));
}


void mainImage(out vec4 fragColor, in vec2 fragCoord) {


    //coordinate system
    vec2 uv = fragCoord.xy / iResolution.xy;
    uv = uv * 2.0 - 1.0;
    uv.x *= iResolution.x / iResolution.y;

    //camera
    vec3 rd = normalize(vec3(uv, -2.));
    vec3 ro = vec3(0.0, 0.0, 2.);

    float movement = time/PI;

    //rotate camera
    rd.xz *= rot(cos(movement)*PI*4.);
    ro += rd;
    //*/


    fragColor = vec4(marchScene(ro, rd), 1.0);
}

