#version 410 core uniform float fGlobalTime; // in seconds uniform vec2 v2Resolution; // viewport resolution (in pixels) uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients uniform sampler1D texFFTIntegrated; // this is continually increasing layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything /* vec4 plas( vec2 v, float time ) { float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 ); return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 ); }*/ float bass() { float f = 0.0; for (int i = 0; i < 32.0; ++i) { f = max(f, texture(texFFTIntegrated, float(i)/1024.0).x); } return f; } float b; float bass2() { float f = 0.0; for (int i = 0; i < 32.0; ++i) { f = max(f, texture(texFFTIntegrated, float(i)/1024.0).x); } return f / (32.0 * 1024.0); } float map(vec3 p) { float d = cos(p.x) + sin(p.y) + 0.1 * sin(25.0 * p.y + 0.1 * b) + cos(p.z); return min (d, length(p.xy + 0.05 * vec2(0.2 + cos(p.z), - 8.0 + sin(p.z)) - 0.05)) ; } vec3 rm(vec3 ro, vec3 rd) { vec3 p = ro; for (int i = 0 ; i < 16; ++i) { p += map(p) * rd * 0.8; } return p; } vec3 grad(vec3 p) { vec2 e = vec2(0.001, 0.0); return normalize(vec3 ( map(p + e.xyy) - map(p - e.xyy), map(p + e.yxy) - map(p - e.yxy), map(p + e.yyx) - map(p - e.yyx) )); } void main(void) { b = bass(); vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); vec3 ro = vec3(0.0, 1.0, 2.0 * fGlobalTime + 10.0 * b); vec3 rd = normalize(vec3(uv, 0.7 - length(uv))); vec3 p = rm(ro, rd); float s = exp(-distance(ro, p) * 0.1); vec3 color = vec3(s); vec3 n = grad(p); color *= (n * 0.5 + 0.5).xzy; vec3 p2 = rm(p + n * 0.1, reflect(rd, n)); vec3 n2 = grad(p2); float s2 = exp(-distance(ro, p) * 0.1); vec3 color2 = exp(-distance(ro, p) * 0.1) * (n2 * 0.5 + 0.5); color = mix(color, color2, 0.1); out_color = vec4(color, 1.0); }