#define numOctaves 16
#define radius 0.8
#define scale 1.
//#define HH 1.4142135623730951
#define HH 1.4

vec3 hsv2rgb(vec3 c)
{
    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}

//	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 noise(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 ) ) ) ) ;

}


float fbm( in vec4 x, in float H )
{    
    float t = 0.0;
    for( int i=0; i<numOctaves; i++ )
    {
        float f = pow( 2.0, float(i) );
        float a = pow( f, -H );
        t += a*noise(f*x);
    }
    return t;
}

float pattern(vec2 uv){
    float theta = iTime/2.;
    float h = sqrt(radius*radius-1.);
    
    float x = uv.x;
    float y = uv.y;
    
    // line segments https://www.desmos.com/calculator/kqvj8tjpky
    float z = sqrt(1.- pow(x  * sqrt(1.-pow(h,2.)),2.));
    float w = sqrt(1.- pow(y  * sqrt(1.-pow(h,2.)),2.)); 
    
    // 4d spherical coordinates https://en.wikipedia.org/wiki/N-sphere#Spherical_coordinates
    float ra = sqrt(pow(x,2.)+pow(y,2.)+pow(z,2.)+pow(w,2.));
    float phi1 = acos(z/sqrt(pow(w,2.)+pow(z,2.)+pow(y,2.)+pow(x,2.))) + theta/5.;
    float phi2 = acos(y/sqrt(pow(w,2.)+pow(z,2.)+pow(y,2.)));
    float phi3 = acos(x/sqrt(pow(w,2.)+pow(z,2.))) + theta; // add rotation

    x = ra*cos(phi1);
    y = ra*sin(phi1)*cos(phi2);
    z = ra*sin(phi1)*sin(phi2)*cos(phi3);
    w = ra*sin(phi1)*sin(phi2)*sin(phi3);
    
    // based on https://iquilezles.org/articles/warp
    vec2 q = vec2(fbm(vec4(x, y, z, w), HH));
    vec2 r = vec2(0.);
    r.x = fbm(vec4(vec2(x,y) + 4.*q + vec2(1.7, 9.2), z, w),HH);
    r.x = fbm(vec4(vec2(x,y) + 4.*q + vec2(8.3, 2.8), z, w),HH);
    return fbm(vec4(vec2(x,y) + 4.*r,z, w),HH);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = (fragCoord/iResolution.xy-0.5) * scale;
	uv.y =  uv.y/ min(pow((uv.x / scale + 0.55) * 2., pow(3.0,0.5)), 1.0);
    float test = pattern(uv);
	
    vec3 col = hsv2rgb(vec3(fract(test), 1., 1.));

    float A = 1.;
    float B = 5./2.;
    float x = fragCoord.x/iResolution.x * 2.;
    float y = (fragCoord.y/iResolution.y -0.5) *2. *B * 1.3;
    if (pow(A,4.) * pow(y, 2.) < pow(B, 2.) * pow(x, 3.) * (2. * A -x) ){
    	fragColor = vec4(col,0.);
    } else {
        fragColor = vec4(0.);
    }
}
