#!/bin/bash
# XScreenSaver, Copyright © 2026 Jamie Zawinski <jwz@jwz.org>
#
# Permission to use, copy, modify, distribute, and sell this software and its
# documentation for any purpose is hereby granted without fee, provided that
# the above copyright notice appear in all copies and that both that
# copyright notice and this permission notice appear in supporting
# documentation.  No representations are made about the suitability of this
# software for any purpose.  It is provided "as is" without express or 
# implied warranty.

PATH="$PATH":"$(dirname "$0")"
exec -a "batteredplanet" \
xshadertoy "$@" \
 --program0 - \
<< "_XSCREENSAVER_EOF_"

// Title:  A battered alien planet
// Author: mrange
// URL:    https://www.shadertoy.com/view/wsjBD3
// Date:   01-Jun-2020
// Desc:   License CC0: A battered alien planet
// Been experimenting with space inspired shaders

// License CC0: A battered alien planet
//  Been experimenting with space inspired shaders


	#define PI  3.141592654
	#define TAU (2.0*PI)
	#define TOLERANCE       0.00001
	#define MAX_ITER        65
	#define MIN_DISTANCE    0.01
	#define MAX_DISTANCE    9.0
	const vec3  skyCol1       = vec3(0.35, 0.45, 0.6);
	const vec3  skyCol2       = vec3(0.4, 0.7, 1.0);
	const vec3  skyCol3       = pow(skyCol1, vec3(0.25));
	const vec3  sunCol1       = vec3(1.0,0.6,0.4);
	const vec3  sunCol2       = vec3(1.0,0.9,0.7);
	const vec3  smallSunCol1  = vec3(1.0,0.5,0.25)*0.5;
	const vec3  smallSunCol2  = vec3(1.0,0.5,0.25)*0.5;
	const vec3  mountainColor = 1.0*sqrt(vec3(0.95, 0.65, 0.45));
	const float cellWidth     = 1.0;
	const vec4  planet        = vec4(80.0, -20.0, 100.0, 50.0)*1000.0;
	void rot(inout vec2 p, float a) {
	float c = cos(a);
	float s = sin(a);
	p = vec2(p.x*c + p.y*s, -p.x*s + p.y*c);
	}
	vec2 mod2(inout vec2 p, vec2 size) {
	vec2 c = floor((p + size*0.5)/size);
	p = mod(p + size*0.5,size) - size*0.5;
	return c;
	}
	float circle(vec2 p, float r) {
	return length(p) - r;
	}
	float egg(vec2 p, float ra, float rb) {
	const float k = sqrt(3.0);
	p.x = abs(p.x);
	float r = ra - rb;
	return ((p.y<0.0)       ? length(vec2(p.x,  p.y    )) - r :
	(k*(p.x+r)<p.y) ? length(vec2(p.x,  p.y-k*r)) :
	length(vec2(p.x+r,p.y    )) - 2.0*r) - rb;
	}
	vec2 hash(vec2 p) {
	p = vec2(dot (p, vec2 (127.1, 311.7)), dot (p, vec2 (269.5, 183.3)));
	return -1. + 2.*fract (sin (p)*43758.5453123);
	}
	vec2 raySphere(vec3 ro, vec3 rd, vec4 sphere) {
	vec3 center = sphere.xyz;
	float radius = sphere.w;
	vec3 m = ro - center.xyz;
	float b = dot(m, rd);
	float c = dot(m, m) - radius*radius;
	if(c > 0.0 && b > 0.0) return vec2(-1.0, -1.0);
	float discr = b * b - c;
	if(discr < 0.0) return vec2(-1.0);
	float normalMultiplier = 1.0;
	float s = sqrt(discr);
	float t0 = -b - s;
	float t1 = -b + s;;
	return vec2(t0, t1);
	}
	float noise1(vec2 p) {
	vec2 n = mod2(p, vec2(cellWidth));
	vec2 hh = hash(sqrt(2.0)*(n+1000.0));
	hh.x *= hh.y;
	float r = 0.225*cellWidth;
	float d = circle(p, 2.0*r);
	float h = hh.x*smoothstep(0.0, r, -d);
	return h*0.25;
	}
	float noise2(vec2 p) {
	vec2 n = mod2(p, vec2(cellWidth));
	vec2 hh = hash(sqrt(2.0)*(n+1000.0));
	hh.x *= hh.y;
	rot(p, TAU*hh.y);
	float r = 0.45*cellWidth;
	float d = egg(p, 0.75*r, 0.5*r*abs(hh.y));
	float h = (hh.x)*smoothstep(0.0, r, -2.0*d);
	return h*0.275;
	}
	float height(vec2 p, float dd, int mx) {
	const float aa   = 0.45;
	const float ff   = 2.03;
	const float tt   = 1.2;
	const float oo   = 3.93;
	const float near = 0.25;
	const float far  = 0.65;
	float a = 1.0;
	float o = 0.2;
	float s = 0.0;
	float d = 0.0;
	int i = 0;
	for (; i < 4;++i) {
	float nn = a*noise2(p);
	s += nn;
	d += abs(a);
	p += o;
	a *= aa;
	p *= ff;
	o *= oo;
	rot(p, tt);
	}
	float lod = s/d;
	float rdd = dd/MAX_DISTANCE;
	mx = int(mix(float(4), float(mx), step(rdd, far)));
	for (; i < mx; ++i) {
	float nn = a*noise1(p);
	s += nn;
	d += abs(a);
	p += o;
	a *= aa;
	p *= ff;
	o *= oo;
	rot(p, tt);
	}
	float hid = (s/d);
	return mix(hid, lod, smoothstep(near, far, rdd));
	}
	float loheight(vec2 p, float d) {
	return height(p, d, 0);
	}
	float height(vec2 p, float d) {
	return height(p, d, 6);
	}
	float hiheight(vec2 p, float d) {
	return height(p, d, 8);
	}
	vec3 normal(vec2 p, float d) {
	vec2 eps = vec2(0.00125, 0.0);
	vec3 n;
	n.x = (hiheight(p - eps.xy, d) - hiheight(p + eps.xy, d));
	n.y = 2.0*eps.x;
	n.z = (hiheight(p - eps.yx, d) - hiheight(p + eps.yx, d));
	return normalize(n);
	}
	const float stepLength[] = float[](0.9, 0.25);
	float march(vec3 ro, vec3 rd, out int max_iter) {
	float dt = 0.1;
	float d = MIN_DISTANCE;
	int currentStep = 0;
	float lastd = d;
	for (int i = 0; i < MAX_ITER; ++i)
	{
	vec3 p = ro + d*rd;
	float h = height(p.xz, d);
	if (d > MAX_DISTANCE) {
	max_iter = i;
	return MAX_DISTANCE;
	}
	float hd = p.y - h;
	if (hd < TOLERANCE) {
	++currentStep;
	if (currentStep >= stepLength.length()) {
	max_iter = i;
	return d;
	}
	d = lastd;
	continue;
	}
	float sl = stepLength[currentStep];
	dt = max(hd, TOLERANCE)*sl + 0.0025*d;
	lastd = d;
	d += dt;
	}
	max_iter = MAX_ITER;
	return MAX_DISTANCE;
	}
	vec3 sunDirection() {
	return normalize(vec3(-0.5, 0.085, 1.0));
	}
	vec3 smallSunDirection() {
	return normalize(vec3(-0.2, -0.05, 1.0));
	}
	float psin(float f) {
	return 0.5 + 0.5*sin(f);
	}
	vec3 skyColor(vec3 ro, vec3 rd) {
	vec3 sunDir = sunDirection();
	vec3 smallSunDir = smallSunDirection();
	float sunDot = max(dot(rd, sunDir), 0.0);
	float smallSunDot = max(dot(rd, smallSunDir), 0.0);
	float angle = atan(rd.y, length(rd.xz))*2.0/PI;
	vec3 skyCol = mix(mix(skyCol1, skyCol2, max(0.0, angle)), skyCol3, clamp(-angle*2.0, 0.0, 1.0));
	vec3 sunCol = 0.5*sunCol1*pow(sunDot, 20.0) + 8.0*sunCol2*pow(sunDot, 2000.0);
	vec3 smallSunCol = 0.5*smallSunCol1*pow(smallSunDot, 200.0) + 8.0*smallSunCol2*pow(smallSunDot, 20000.0);
	vec3 dust = pow(sunCol2*mountainColor, vec3(1.75))*smoothstep(0.05, -0.1, rd.y)*0.5;
	vec2 si = raySphere(ro, rd, planet);
	vec3 planetSurface = ro + si.x*rd;
	vec3 planetNormal = normalize(planetSurface - planet.xyz);
	float planetDiff = max(dot(planetNormal, sunDir), 0.0);
	float planetBorder = max(dot(planetNormal, -rd), 0.0);
	float planetLat = (planetSurface.x+planetSurface.y)*0.0005;
	vec3 planetCol = mix(1.3*vec3(0.9, 0.8, 0.7), 0.3*vec3(0.9, 0.8, 0.7), pow(psin(planetLat+1.0)*psin(sqrt(2.0)*planetLat+2.0)*psin(sqrt(3.5)*planetLat+3.0), 0.5));
	vec3 final = vec3(0.0);
	final += step(0.0, si.x)*pow(planetDiff, 0.75)*planetCol*smoothstep(-0.075, 0.0, rd.y)*smoothstep(0.0, 0.1, planetBorder);
	final += skyCol + sunCol + smallSunCol + dust;
	return final;
	}
	vec3 getColor(vec3 ro, vec3 rd) {
	int max_iter = 0;
	vec3 skyCol = skyColor(ro, rd);
	vec3 col = vec3(0);
	float d = march(ro, rd, max_iter);
	if (d < MAX_DISTANCE)   {
	vec3 sunDir = sunDirection();
	vec3 osunDir = sunDir*vec3(-1.0, .0, -1.0);
	vec3 p = ro + d*rd;
	vec3 normal = normal(p.xz, d);
	float amb = 0.2;
	float dif1 = max(0.0, dot(sunDir, normal));
	vec3 shd1 = sunCol2*mix(amb, 1.0, pow(dif1, 0.75));
	float dif2 = max(0.0, dot(osunDir, normal));
	vec3 shd2 = sunCol1*mix(amb, 1.0, pow(dif2, 0.75));
	vec3 ref = reflect(rd, normal);
	vec3 rcol = skyColor(p, ref);
	col = mountainColor*amb*skyCol3;
	col += mix(shd1, shd2, -0.5)*mountainColor;
	float fre = max(dot(normal, -rd), 0.0);
	fre = pow(1.0 - fre, 5.0);
	col += rcol*fre*0.5;
	col += (1.0*p.y);
	col = tanh(col);
	col = mix(col, skyCol, smoothstep(0.5*MAX_DISTANCE, 1.0*MAX_DISTANCE, d));
	} else {
	col = skyCol;
	}
	return col;
	}
	vec3 getSample1(vec2 p, float time) {
	float off = 0.5*iTime;
	vec3 ro  = vec3(0.5, 1.0-0.25, -2.0 + off);
	vec3 la  = ro + vec3(0.0, -0.30,  2.0);
	vec3 ww = normalize(la - ro);
	vec3 uu = normalize(cross(vec3(0.0,1.0,0.0), ww));
	vec3 vv = normalize(cross(ww, uu));
	vec3 rd = normalize(p.x*uu + p.y*vv + 2.0*ww);
	vec3 col = getColor(ro, rd)  ;
	return col;
	}
	vec3 getSample2(vec2 p, float time) {
	p.y-=time*0.25;
	float h = height(p, 0.0);
	vec3 n = normal(p, 0.0);
	vec3 lp = vec3(10.0, -1.2, 0.0);
	vec3 ld = normalize(vec3(p.x, h, p.y)- lp);
	float d = max(dot(ld, n), 0.0);
	vec3 col = vec3(0.0);
	col = vec3(1.0)*(h+0.1);
	col += vec3(1.5)*pow(d, 0.75);
	return col;
	}
	void mainImage(out vec4 fragColor, vec2 fragCoord) {
	vec2 q = fragCoord.xy/iResolution.xy;
	vec2 p = -1.0 + 2.0*q;
	p.x *= iResolution.x/iResolution.y;
	vec3 col = getSample1(p, iTime);
	fragColor = vec4(col, 1.0);
	}

_XSCREENSAVER_EOF_
