#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 #define time fGlobalTime float sph(vec3 p, float r){ return length(p)-r; } float cyl(vec2 p, float r){ return length(p)-r; } vec3 rep(vec3 p, float s) { return (fract(p/s-0.5)-0.5)*s; } 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*423.23)*4568.232); } 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) { vec3 rp = rep(p, 0.1); vec3 rp2 = rep(p, 0.12); float f = texture(texNoise, p.xz * 0.1).x; float v = clamp(length(p.xz)*0.5, 0, 1) * 1.5; float m = -p.y + 0.1 + f*2 + v; float o = -p.y + 2.1; float c = cyl(rp.xz, 0.02); float c2 = cyl(rp2.xz, 0.02); float m2 = -p.y + 0.1 + f*2 + v; c = smin(m+.2 - f*2, c, -0.2); c = smin(m+.2 - f*2+0.1, c2, -0.2); return min(c,min(m, o)); } 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 t = time; p.xz *= rot(t); p.yz *= rot(sin(t + curve(time+5,1.2)*0.5) * 0.1); 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+5, 0.7)-0.5) * 0.4; uv.y += (curve(time+5, 0.8)-0.5) * 0.3; vec3 ro = vec3(0,1,-5); vec3 rd = normalize(vec3(-uv, 0.1 + curve(time, 0.2) * 2)); ro = cam(ro); rd = cam(rd); vec3 p = ro; float dd = 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*0.5; dd+=d*0.5; } vec3 n = norm(p); vec3 l = normalize(vec3(-1)); vec3 h = normalize(l-rd); float lum = max(0, dot(n,l)); float amb = -n.y*0.5+0.5; vec3 col = vec3(0); col += vec3(1,0.9,0.5) * lum * 0.5; col += vec3(0.2,0.2,1.0) * amb * 0.2; col += vec3(0.9,0.9,1.0) * lum * pow(max(0, dot(n,h)),30);; col *= 5/dd; col += vec3(1,0.5,0.2) * 0.1 * exp(dd*0.2); float t2 = time + curve(time+85, 0.8) + + curve(time+45, 1.3); col.xy *= rot(t2); col.zy *= rot(t2*0.7); col.xz *= rot(t2*1.2); col = abs(col); col *= min(1,pow(1-length(uv*0.9),2) * 10); out_color = vec4(col, 1); }