#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 t = 0.0; mat3 rot(vec3 v, float a){ float c = cos(a); float s = sin(a); float _c = 1.0 - c; return mat3( c + _c * v.x * v.x, _c * v.x * v.y + s * _c * v.z, _c * v.x * v.z - s *v.y, _c * v.x * v.y - s * v.z, c +_c * v.y * v.y, _c * v.x * v.z + s * v.y, _c * v.x * v.z + s * v.y, _c * v.y * v.z - s * v.x, c + _c * v.z *v.z ); } float coscoscos(vec3 p ) { vec3 g = rot(vec3(0.0,.0,1.0), p.z * 0.1) * p; return cos(g.x) + cos(g.y) + cos(g.z); } float grass( vec3 p ){ float id = textureLod(texNoise, floor(p.xz)/512.0, 0).r; p.xz = mod(p.xz, 3.0) - 1.5; float h= p.y; p = rot(vec3(0.,1.,0.),60. * id + 360.0 * fract(texture(texFFTIntegrated, 0.1).x * 0.01)) * p; p = rot(vec3(1.,.0,.0), p.y * 0.2) * p; return length(p.xz) - id + pow(h * 0.2, 4.0); } float map(vec3 p) { float d = 1000000.0; d = min(d, p.y); d = min(d,coscoscos(p)); float gs = 80.0; vec3 pg = p * gs; d = min(d, grass(pg) / gs); d = min(d, grass(pg + vec3( 5.15856418916, 0.0, 7.4781)) / gs); d = min(d, grass(pg - vec3( 3.018, 0.0, 2.0015)) / gs); return d; } vec3 grad( vec3 p ){ vec2 e =vec2(0.01, 0.0); float d = map(p); return normalize(vec3(d-map(p+e.xyy), d -map(p+e.yxy), d - map(p +e.yyx) )); } 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 t = texture(texFFTIntegrated, 0.3).r; vec3 ro = vec3(0.0,0.2,fGlobalTime * 0.3); vec3 rd = normalize(vec3(uv, 0.7 - length(uv))); float st = 1.0; vec3 p = ro; for (float i = 0.0; i < 256.0; ++i){ float d = map(p); if ( abs (d) < 0.001) { st = i/256.0; break; } p += rd * 2.0 *d * i / 256.0; } vec3 color = mix(vec3(0.4,1.0,0.6) * st, vec3(1.0), 0.01 * distance(ro, p)) ; if ( abs(coscoscos(p)) < 0.1) { float st2 = 1.0; vec3 n = grad(p); vec3 rd2 = reflect(rd, n); vec3 ro2 = p + rd2 * 0.1; vec3 p2 = ro2; for (float i = 0.0; i < 256.0; ++i){ float d = map(p2); if ( abs (d) < 0.001) { st = i/256.0; break; } p2 += rd2 * 2.0 *d * i / 256.0; } color += mix(vec3(0.4,1.0,0.6) * st, vec3(1.0), 0.01 * distance(ro, p2)); } //color = pow(color, vec3(1.0/1.8)); out_color = vec4(color, 1.0); }