#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 time = fGlobalTime; float PI = 3.141592; float BPM = 70./60.; float hash21(vec2 x) {return fract(sin(dot(x,vec2(12.4,13.4)))*12124.4);} void moda(inout vec2 p, float rep) { float per = 2.*PI/rep; float a= atan(p.y,p.x); float l = length(p); a = mod(a,per)-per*0.5; p = vec2(cos(a),sin(a))*l; } mat2 rot(float a) {return mat2(cos(a),sin(a),-sin(a),cos(a));} float stmin (float a, float b, float k, float n) { float st = k/n; float u = b-k; return min(min(a,b), 0.5*(u+a+abs(mod(u-a+st,2.*st)-st))); } float cyl (vec2 p, float r) {return length(p)-r;} float od (vec3 p, float d) { p.xz *= rot(time); return dot(p,normalize(sign(p)))-d; } float tunnel (vec3 p) { p.x += texture(texNoise, p.yz*0.15+vec2(0.,time)).r*0.9; p.y += texture(texNoise, p.xz*0.1+vec2(0.,time)).r; return -cyl(p.xy, 6.); } float g1 =0.; float jelly (vec3 p) { p.x += mix(0.,-0.5+hash21(p.yz),exp(-fract(time*BPM)*8.)*6.); p.y += mix(0.,-0.5+hash21(p.xz),exp(-fract(time*BPM)*8.)*6.)*0.5; p.y += sin(p.z*0.5+time); moda(p.xy, 3.); p.x -= 2.5; p.xy *=rot(p.z*0.5+time); moda(p.xy, 3.); p.x -= 1.3; p.z -= 5.; p.yz *= rot(PI/2.); float o = od(p, .5); p.y += 2.; p.xz *= rot(sin(p.y+time)); moda(p.xz, 8.); p.x -=.4; float d = stmin(o,max(cyl(p.xz, 0.04+p.y*0.1),abs(p.y)-1.5),0.4, 4.); g1 += 0.1/(0.1+d*d); return d; } float SDF (vec3 p) { return min(jelly(p),tunnel(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); float dither = hash21(uv); vec3 ro = vec3(0.001,0.001,-5.), p = ro, rd = normalize(vec3(uv,1.)), col = vec3(0.); float shad = 0.; for (float i=0.; i<64.; i++) { float d = SDF(p); if (d<0.001) { shad = i/64.; break; } d *= 0.8+dither*0.1; p+=d*rd; } float t= length(ro-p); col = vec3(shad); col += g1*vec3(0.5,0.4,0.)*0.3; col = mix(col, vec3(0.,0.4,0.6)*0.3, 1.-exp(-0.005*t*t)); out_color = vec4(sqrt(col),1.); }