#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; #define iTime fGlobalTime #define SPEED 3. vec3 palette(float x) { float wave = sin(2. * iTime) * 0.5 + 0.5; vec3 a = vec3(1); vec3 b = vec3(wave); vec3 c = vec3(.5,.5, wave); vec3 d = vec3(.3, .6, 1); return a + b * cos(c + d * x); } mat2 rot2d(float a) { float c = cos(a); float s = sin(a); return mat2(c, s, -s, c); } float GetDistSphere(vec3 p, vec4 sphere) { return length(p - sphere.xyz) - sphere.w; } float GetDistSphereRep(vec3 p, vec4 sphere, vec3 rep) { vec3 q = mod(p, rep) - 0.5 * rep; return GetDistSphere(q, sphere); } float GetDist(vec3 p) { // p.xy *= rot2d((iTime / 100.) * p.z / 50.); // p.xy *= rot2d(p.x * p.y) ; p.xy *= rot2d(p.x) ; vec4 sphere = vec4(0, 0, .5, .4); // float d = GetDistSphere(p, sphere); vec3 rep = vec3(3, 3, 2); float d = GetDistSphereRep(p, sphere, rep); return d; } float RayMarch(vec3 ro, vec3 rd) { float d = 0.; for (int i = 0; i < 100; i++) { vec3 p = ro + d * rd; float dScene = GetDist(p); d += dScene; if (dScene < 0.01 || dScene > 100.) { break; } } return d; } vec3 GetNormal(vec3 p) { vec2 e = vec2(0.01, 0); vec3 n = GetDist(p) - vec3( GetDist(p - e.xyy), GetDist(p - e.yxy), GetDist(p - e.yyx) ); return normalize(n); } float GetLight(vec3 p) { vec3 light = vec3(0, 3, iTime * SPEED + 1); vec3 toLight = light - p; vec3 n = GetNormal(p); float dif = dot(n, normalize(toLight)); return dif; } layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything vec4 plas( vec2 v, float time ) { float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 ); return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 ); } 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 *= 2.; vec3 col = vec3(0.); vec3 ro = vec3(0, sin(iTime), iTime * SPEED); vec3 rd = normalize(vec3(uv.x, uv.y, 1)); float d = RayMarch(ro, rd); vec3 p = ro + d * rd; float dif = GetLight(p); col = vec3(dif * palette(p.z / 100.)); // col = n; out_color = vec4(col, 1.); } /* vec2 m; m.x = atan(uv.x / uv.y) / 3.14; m.y = 1 / length(uv) * .2; float d = m.y; float f = texture( texFFT, d ).r * 100; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 ); out_color = f + t;*/