#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; #define time fGlobalTime layout(location = 0) out vec4 color; // out_color must be written in order to see anything vec4 plas( vec2 v, float time ) { float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 ); return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 ); } mat2 rot (float a) { float c=cos(a); float s = sin(a); return mat2(c,s,-s,c); } #define repeat(p,r) (mod(p,r)-r/2.) float map (vec3 p) { p.z = repeat(p.z+time*1., 4.); float scene = 10.; float wave = sin(time*4.)*.5+.5; float wave2 = sin(time*12.)*.5+.5; const float count = 6.; float range = 1.; float a = 1.; float falloff = 1.8; vec3 op = p; for (float i = count; i > 0.; i--) { p.xz *= rot(time*.1); p.yz *= rot(time*.2); p.yx *= rot(time*.3); //p.yx *= rot(sin(time*8.)*.1); p = abs(p)-(range)*a; scene = min(scene, length(p.xy)-(.4-.01*wave2)*a); scene = min(scene, length(p)-(.9-.01*wave2)*a); a /= falloff; } scene = abs(scene) - .001; scene = max(scene, -length(op.xy)+.4); return scene; } vec3 getNormal (vec3 p) { vec2 e = vec2(.001,0); return normalize(vec3(map(p+e.xyy)-map(p-e.xyy), map(p+e.yxy)-map(p-e.yxy), map(p+e.yyx)-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); vec3 eye = vec3(0,0,-2); float wave = sin(time*8.)*.5+.5; vec3 ray = normalize(vec3(uv,.3)); ray.xz *= rot(sin(time*.6)*.2); ray.yz *= rot(sin(time*.3)*.1); vec3 pos = eye; float shade = 0.; const float count = 40.; for (float index = count; index > 0.; index--) { float d = map(pos); if (d < 0.01) { shade = (index / count); break; } pos += ray * d; } vec3 normal = getNormal(pos); //color.rgb = normal * .5 + .5; color.rgb += vec3(.2,.8,.9) * clamp(dot(normal, -ray), 0., 1.); color.rgb += vec3(2) * pow(clamp(dot(normal, vec3(0,0,-1))*.5+.5, 0., 1.), 24.); color *= shade; }