#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 cookie; uniform sampler2D descartes; uniform sampler2D texNoise; uniform sampler2D texTex2; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything #define PI 3.14159 float noise(vec2 p) { return fract(dot(p.x * 54523.1235, p.y * 1328.)) ; } mat2 rot(float a ) { float ca = sin(a); float sa = cos(a); return mat2(sa,-ca,ca,sa); } float ease(float t) { return floor(t) + sin(fract(t) * PI - PI * .5) * .5 + .5; } float map(vec3 p) { float dist = 1000.; vec3 cp = p; float time = fGlobalTime; float bpm = 120 / 60.; p.z += ease(time * bpm) * 20. ; p.xy *= rot(p.z * .1); float st = sin(ease(time * bpm)) * .5 + .5; p.xy *= rot(time * st + abs(p.y) * .01); float cy2 = length(p.xz) - .75; p.xz = mod(p.xz +10, 20) - 10; //p.xy *= (-time); dist = min(dist, length(p) - 1.); float cy = length(p.xy) - .5; dist = min(dist, cy2); dist = max(dist,-cy); cp.xy *= rot(time * .1); p = cp; p.x = abs(p.x); p.x -=8; p.z -= 10.; float cd = length(p.xz) - 1.; dist = min(dist, cd); p = cp; p.y = abs(p.y); p.y -=8; p.z -= 10.; cd = length(p.yz) - 1.; dist = min(dist, cd); return dist; } 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); vec3 eye = vec3(0.,0.,-10.); vec3 rd = normalize(vec3(uv,1.)); vec3 cp = eye; float cd = 0.; float st = 0.; for(; st < 1.; st += 1. / 64.) { float cd = map(cp); if(cd < .01) break; cp += rd * .5 * cd; } out_color = vec4(1. - st); float t = fGlobalTime; out_color.xz *= rot(t + cp.z); out_color.xy *= rot(t + cp.y); out_color.yz *= rot(t + cp.x); }