#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 float perc=texture(texFFTIntegrated, 0).x; #define time fGlobalTime float sph(vec3 p, float r) { return length(p) - r; } float cyl(vec3 p, float r) { return length(p.xy) - r; } mat2 rot(float a) { float ca=cos(a); float sa=sin(a); return mat2(ca,sa,-sa,ca); } float smin(float a, float b, float h) { float k = clamp((a-b)/h*0.5+0.5,0,1); return mix(a,b, k) - k * (1-k) * h; } float rnd(float t) { return fract(sin(t*234.231)*7423.215); } float curve(float t, float d) { float g=t/d; return mix(rnd(floor(g)), rnd(floor(g)+1), pow(smoothstep(0,1, fract(g) ), 10)); } float map(vec3 p) { float d = 10000; float j = 10000; for(int i=0;i<8; ++i) { float t1 = time + i*2.354 + curve(time+85.24, 20.9*i+0.2)*3; p.xy *= rot(t1); p.yz *= rot(t1*0.7); d = smin(d, sph(p, 0.1 * i+.1), 0.2); p -= 0.2; p = abs(p); p.xy *= rot(t1*1.3); d = smin(d, -cyl(p, 0.05), -0.3); j = min(j, cyl(p.yzx, 0.05)); } j = smin(j, sph(p, 1), 0.3); return min(j,d); } vec3 norm(vec3 p) { float base=map(p); vec2 off=vec2(0.01,0); return normalize( vec3(base-map(p-off.xyy), base-map(p-off.yxy), base-map(p-off.yyx) )); } vec3 cam(vec3 p) { float t2 = time + curve(time, 0.9)*3; p.xy *= rot(t2); p.xz *= rot(t2*1.2); return p; } void main(void) { vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); uv.x += (curve(time+85,0.8)-0.5) * 0.4; uv.y += (curve(time+85,0.7)-0.5) * 0.3; vec3 ro = vec3(0,0,-3); vec3 rd = normalize(vec3(-uv,0.1 + curve(time+52, 1.2))); ro=cam(ro); rd=cam(rd); vec3 p = ro; float dd = 0; float at = 0; for(int i=0;i<100; ++i) { float d = map(p); if(d<0.001) { break; } if(dd>100) { dd = 100; break; } p+=rd*d; dd+=d; at += exp(-d); } vec3 n = norm(p); vec3 l = normalize(vec3(-1)); vec3 h = normalize(l-rd); vec3 col = vec3(0); float lum = max(0, dot(n, l)); float amb = -n.y*0.5+0.5; col += vec3(0.8,0.7,0.2) * lum; col += vec3(0.2,0.3,1.0) * amb; col += vec3(0.8,0.9,1.0) * 0.4 * lum * pow(max(0,dot(n,h)), 10); col += vec3(0.1,0.2,1.0) * 4.7 * amb * pow(1-max(0,dot(n,-rd)), 3); col *= 4/dd; col += pow(at*0.02,0.3) * 0.7; col += pow(abs(fract(at)-0.5) * (1-step(dd,50)), 5) * 10.2 * curve(time+81,1.4); float t3 = time + curve(time+85,1.5); col.xy *= rot(t3); col.yz *= rot(t3*1.2); col.xz *= rot(t3*0.7); col = abs(col); col *= pow(clamp(1-length(uv),0,1),2); out_color = vec4(col, 1); }