#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 #define PI 3.1415 #define TAU 6.28 #define repeat(p,r) (mod(p,r)-r/2.) float sbox ( vec3 p, float r) { vec3 d = abs(p)-r; return max(d.x, max(d.y, d.z)); } mat2 rot (float a) { float c=cos(a), s=sin(a); return mat2(c,s,-s,c); } void amod(inout vec2 p, float count) { float an = TAU/count; float a = atan(p.y,p.x); a = mod(a, an)-an/2.; p = vec2(cos(a),sin(a))*length(p); } float map (vec3 pos) { float scene = 10.; vec3 p = pos; p.yz *= rot(time*1.); p.yx *= rot(sin(time*.1)); p.xz *= rot(time * 2. + p.y * .2); p = abs(p)-2. + 1.*sin(time*2.); amod(p.xz, 10. + 5. * sin(time * 4.)); p.x -= 1.+.5*sin(time*8.+p.y); scene = length(p.xz) - .05 + .02 * sin(time*16.); p.y += time * 10.; float cy = 16.; float iy = floor(p.y/cy); vec3 pp = p; p.y += time * 4.; p.y = repeat(p.y, cy); scene = min(scene, length(p)-.2+.1 * sin(time*16.+iy*2.)); cy = 4.; p = pp; p.y += time * 4.; p.y = repeat(p.y, cy); scene = min(scene, sbox(p, .3+.2*sin(time))); //scene = min(scene, length(p.yz) - .01); p = pp; cy = 10.; p.y += time * 4.; p.y = repeat(p.y, cy); scene = min(scene, max(-(length(p.xz)-8.), max(length(p.xz)-10., abs(p.y)-2.))); //scene = max(scene, -(length(p)-.5)); return scene; } 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 *= rot(time); vec3 eye = vec3(0,0,-5. + 1. * sin(time*8)); vec3 ray = normalize(vec3(uv,.5 + .3*cos(time*8.))); vec3 pos = eye; float shade = 0.; const float count = 30.; for (float i = count; i > 0.; --i) { float dist = map(pos); if (dist < .001) { shade = i / count; break; } pos += ray * dist; } vec3 color = vec3(.7)+vec3(.9)*sin(vec3(.2,.1,.3)*time * 40. + shade * 2. + pos.z * .5); vec2 p = uv*16.; p.y -= sqrt(abs(p.x))*1.5-1.5; p.x /= 1.2; float invert = step(5., (length(p)-sin(time*10.)*3.)); color *= shade; color = mix(color, 1.-color, invert); out_color = vec4(color, 1); }