#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 mat = 0.; mat2 rot(float a) { float ca = cos(a); float sa = sin(a); return mat2(ca,-sa,sa,ca); } float map(vec3 p) { vec3 cp = p; float r = 15.; p.xy *= rot(p.z * .02 + fGlobalTime * .1); for(float i = 1.; i < 5. ; ++i) { p -= fGlobalTime * .01; p.xy *= rot(fGlobalTime * .025); p * 1.1; p = abs(p); } p = mod(p + r/ 2., r) - r/2.; p.x = abs(p.x) ; p.y -= p.x* abs(sin(fGlobalTime * 3.)+ .7); float dist = length(p) - 1.; p = cp; p.xy *= rot(p.z * .02); float tunnel =max(p.x,p.y) - 6.; if(tunnel < .01) { mat = 1.; } dist = min(-tunnel, dist); p = cp; for(float i = 1.; i < 5. ; ++i) { p.xz -= fGlobalTime * .01; p.xz *= rot(fGlobalTime * .025); p.xz * 1.1; p.xz = abs(p.xz); } p.y += (sin(p.z) + cos(p.x)); float s = p.y + 5.; dist = min(dist, s); return dist; } vec3 normal(vec3 p) { vec2 e = vec2(.01,.0); float d = map(p); return normalize(vec3(d - map(p + e.xyy),d - map(p + e.yxy),d - map(p + e.yyx))); } float ray(inout vec3 cp, vec3 rd, out float st) { float cd = 0.; st = 0.; for(;st < 1.; st += 1./128.) { cd = map(cp); if(cd < .01) break; cp += rd * cd * .5; } return cd; } 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 ro = vec3(0.,0.,-10.); vec3 rd = normalize(vec3(uv,1.)); vec3 cp = ro; float st; float cd = ray(cp, rd, st); if(cd < .01) { vec3 ld = vec3(-1.,-1.,1.); if(mat == 1.) { // ld = - normalize(vec3(0.) - cp); } float sound = texture(texFFTSmoothed, .025).r; vec3 norm = normal(cp); float li = abs(dot(ld, norm)); cp.xy *= rot(cp.z * .1 + fGlobalTime + sound); out_color = vec4(cp, 0.) * li; } }