#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 uniform sampler2D texChecker; uniform sampler2D texNoise; uniform sampler2D texTex1; uniform sampler2D texTex2; uniform sampler2D texTex3; uniform sampler2D texTex4; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything vec2 sc,e=vec2(.00035,-.00035);float t,tt;vec3 pos; float mx(vec3 p){return max(max(p.x,p.y),p.z);} float bo(vec3 p, vec3 r){return mx(abs(p)-r);} mat2 r2(float r){return mat2(cos(r),sin(r),-sin(r),cos(r));} vec2 fb( vec3 p) { vec2 h,t=vec2(0.8*bo(p,vec3(1,.5,6)),5); t.x=min(t.x,0.8*bo(p-vec3(1,0,0),vec3(.2,1,1.5))); t.x=min(t.x,0.8*bo(p+vec3(1,0,0),vec3(.2,1,1.5))); h=vec2(0.8*bo(abs(p)-vec3(.25,0,.25),vec3(.15,1,1.4)),3); t=(t.x60) break; t.x+=h.x;t.y=h.y; } if(t.x>60) t.x=0; return t; } float noise(vec3 p){ vec3 ip=floor(p),s=vec3(7,157,113); p-=ip; vec4 h=vec4(0,s.yz,s.y+s.z)+dot(ip,s); p=p*p*(3-2*p); h=mix(fract(sin(h)*43758.5),fract(sin(h+s.x)*43758.5),p.x); h.xy=mix(h.xz,h.yw,p.y); return mix(h.x,h.y,p.z); } void main(void) { tt=mod(fGlobalTime,100); 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,-2), rd=normalize(vec3(uv,1)),co,fo,ld=normalize(vec3(.5,.5,-.5));co=fo=vec3(.9); sc=tr(ro,rd);t=sc.x; if(t>0){ vec3 po=ro+rd*t, no=normalize(e.xyy*mp(po+e.xyy).x+ e.yyx*mp(po+e.yyx).x+ e.yxy*mp(po+e.yxy).x+ e.xxx*mp(po+e.xxx).x),al=vec3(.5); if(sc.y<5) al=vec3(1,.5,0); float dif=max(0,dot(no,ld)), aor=t/50, ao=exp2(-2*pow(max(0,1-mp(po+no*aor).x/aor),2)), specPo=exp2(5-3*noise(pos/vec3(.2))); float fresnel=pow(1+dot(no,rd),4); vec3 sss=vec3(.5)*smoothstep(0,1,mp(po+ld*0.4).x/0.4), spec=vec3(5)*pow(max(0,dot(no,normalize(ld-rd))),specPo)*specPo/32; co=spec+al*(ao*0.8+0.2)*(dif+sss); } //float f = texture( texFFT, d ).r * 100; out_color = vec4(pow(co,vec3(0.45)),1); //out_color = vec4(vec3(0.45),1); }