#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 vec2 s,v,e=vec2(.00035,-.00035);float t,tt,g,d01;vec3 np,pp,bp,al,po,no,ld; vec4 c=vec4(0,5,10,0.2); 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));} vec2 ball( vec3 p,float d,float mm,float mul,float bro) { p.z=mod(p.z+tt*10,30)-15; bp=p*.28;p*=bro; d01=d*.5+.5; vec2 h,t=vec2(length(p)-5,3); t.x=max(t.x,-bo(p,vec3(2.8*mul))); t.x=min(t.x,length(p)-2*mul); t.x=abs(t.x)-.3; pp=p;pp.xy*=r2(sin(p.z*.2)+tt*(2-d01)*d)*(mul*.5+.5); t.x=max(t.x,bo(abs(abs(p)-vec3(0,0,2))-vec3(0,0,1),vec3(10,3,.6))); np=p; np.xy*=r2(mix(tt,1.59+sin(tt*.5),d01)*d); t.x=max(t.x,np.x); h=vec2(length(p)-5,mm); h.x=max(h.x,-bo(p,vec3(2.8*mul))); h.x=min(h.x,length(p)-2*mul); h.x=abs(abs(h.x)-.1)-.05; h.x=max(h.x,bo(abs(abs(p)-vec3(0,0,2))-vec3(0,0,1),vec3(10,4,.7))); h.x=max(h.x,np.x); t=mix(t,h,step(h.x,t.x)); t/=bro*1.5; return t; } vec2 mp( vec3 p) { vec2 h,t=ball(p,-1,6,1,1); h=ball(p,1,5,1,.28); t=mix(t,h,step(h.x,t.x)); h=ball(p,-1,6,-1,.19); t=mix(t,h,step(h.x,t.x)); h=vec2(length(p.xy)-.5,3); t=mix(t,h,step(h.x,t.x)); pp=bp;pp.xy*=r2(-tt+sin(pp.z)); h=vec2(bo(pp,vec3(30,0.001,0.01)),6); g+=0.1/(0.1+h.x*h.x*40); t=mix(t,h,step(h.x,t.x)); return t; } vec2 tr( vec3 ro,vec3 rd ) { vec2 h,t=vec2(.1); for(int i=0;i<128;i++){ h=mp(ro+rd*t.x); if(h.x<.0001||t.x>120) break; t.x+=h.x;t.y=h.y; } if(t.x>120) t.x=0; return t; } float a(float d){return clamp(mp(po+no*d).x/d,0.,1.);} float ss(float d){return 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*.5)*3,16+sin(tt)*3,-10), cw=normalize(vec3(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(.4,.7,-.2)); co=fo=vec3(.3); 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.yxy*mp(po+e.yxy).x+ e.xxx*mp(po+e.xxx).x); al=mix(vec3(.25,.5,.0),vec3(0,.2,.3),min(length(bp)-2.5,1)); float dif=max(0,dot(no,ld)), spo=20, fr=pow(1+dot(no,rd),4), sp=pow(max(dot(reflect(-ld,no),-rd),0),spo); co=mix(sp+al*(a(.2)*a(.4)+.2)*(dif+ss(.4)+ss(2)),fo,min(fr,.2)); co=mix(fo,co,exp(-.00001*t*t*t)); } out_color = vec4(pow(co+g*.3,vec3(.45)),1); }