#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; //evvvvil layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything vec2 s,v,e=vec2(.00035,-.00035);float t,tt,g,bb,mm,noi;vec3 po,no,al,ld; vec4 np,c=vec4(0,0,14,0.2); float bo(vec3 p,vec3 r){p=abs(p)-r;return max(max(p.x,p.y),p.z);} mat2 r2(float r){ return mat2(cos(r),sin(r),-sin(r),cos(r));} float smin(float a,float b,float h){ float k=clamp((a-b)/h*.5+.5,0.,1.); return mix(a,b,k)-k*(1-k)*h; } vec2 smin2(vec2 a,vec2 b,float h){ float k=clamp((a.x-b.x)/h*.5+.5,0.,1.); return mix(a,b,k)-k*(1-k)*h; } vec2 syn( vec3 p) { p.x-=sin(p.y*15+tt*10)*0.03; noi=texture(texNoise,vec2(.1,.2)*vec2(p.y,dot(p.xz,vec2(.7)))).r; bb=cos(p.y*.25+tt*2)*.5+.5; float h,t=length(p.xz-(sin(p.xz*1.5-tt)*.5+cos(p.y*2+noi*5-tt)*.3))-(1+bb*2); p=abs(p)-(1+bb*2); p.xy*=r2(-.5); p.yz*=r2(.5); p+=cos(p.y)*.2; h=length(p.xz)-(.4+.3*sin(p.y*.5+noi*3)+.3*(.5+.5*sin(p.y*2-tt*3))); t=smin(t,h,.5); return vec2(t*.5,bb); } vec2 mp( vec3 p) { np=vec4(p,1); mm=sin(tt-p.y*.5)*2; vec2 h,t=syn(p); for(int i=0;i<2;i++){ np*=2; np.xyz=abs(np.xyz)-vec3(8.5+mm,8.5,8.5+mm); np.xy*=r2(-.4); np.yz*=r2(.2); h=syn(np.xyz); h.x/=np.w; t=smin2(t,h,0.5); } np.xz*=r2(.785); h=vec2(bo(abs(np.xyz)-3.*mm,vec3(0,100,0)),1.); g+=0.1/(0.1+h.x*h.x*.2); h.x=h.x*0.7/np.w; t=t.x30) break; t.x+=h.x;t.y=h.y; } if(t.x>30) t.x=0; return t; } #define a(d) clamp(mp(po+no*d).x/d,0.,1.) #define s(d) smoothstep(0.,1.,mp(po+ld*d).x/d) 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); tt=mod(fGlobalTime,62.83); vec3 ro=vec3(cos(tt*c.w+c.x)*c.z,-5+cos(tt*.2)*5,sin(tt*c.w+c.x)*c.z), cw=normalize(vec3(0,sin(tt*.4)*10,0)-ro), cu=normalize(cross(cw,vec3(0,1,0))), cv=normalize(cross(cu,cw)), rd=mat3(cu,cv,cw)*normalize(vec3(uv,.5)),co,fo; ld=normalize(vec3(.1,.3,0)); v=vec2(abs(atan(rd.x,rd.z)),rd.y); co=fo=vec3(.2)+texture(texNoise,v*.4).r*.5;; s=tr(ro,rd);t=s.x; if(t>0){ po=ro+rd*t; no=normalize(e.xyy*mp(po+e.xyy).x+ e.yyx*mp(po+e.yyx).x+ e.xxx*mp(po+e.xxx).x+ e.yxy*mp(po+e.yxy).x); al=mix(vec3(.3,.6,.9),vec3(.6,.3,.2),bb*3); float dif=max(0,dot(no,ld)), fr=pow(1+dot(no,rd),4), sp=pow(max(dot(reflect(-ld,no),-rd),0),30); co=mix(sp+al*(a(.2)*a(.4)+.2)*(dif+s(.4)+s(2)),fo,min(fr,.5)); co=mix(fo,co,exp(-.0002*t*t*t));//fog } out_color = vec4(pow(co+g*0.1,vec3(.45)),1); }