#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 #define PI 3.141592 #define time fGlobalTime mat2 rot(float a) {return mat2(cos(a),sin(a),-sin(a),cos(a));} void moda (inout vec2 p, float rep) { float per = 2.*PI/rep; float a = atan(p.y,p.x); float l = length(p); a = mod(a-per*0.5,per)-per*0.5; p = vec2(cos(a),sin(a))*l; } float cyl (vec2 p, float r) {return length(p)-r;} float g1 = 0.; float spike (vec3 p, float w) { float per = .5; float id = floor(p.y/per); p.xz *= rot(id); p.y = mod(p.y, per)-per*0.5; float d = max(cyl(p.yz, 0.02-p.x*0.2),abs(p.x)-.5); g1 += 0.01/(0.01+d*d); return d; } float prim1 (vec3 p) { vec3 pp = p; p.xz*= rot(time); p.xz *= rot(p.y*1.2); moda(p.xz, 5.); p.x-=0.12; float d = cyl(p.xz, 0.07); p = pp; return min(d, spike(p,0.08)); } float grid (vec3 p) { float per = 3.; p.xy *= rot(p.z*0.1); p = mod(p, per)-per*0.5; p.y += 0.5; float pr = prim1(p); p.yz *= rot(PI/2.); float pr2 = prim1(p); p.xy *= rot(PI/2.); return min(min(pr,pr2),prim1(p)); } float g2 = 0.; float prim2 (vec3 p) { p.z -= time*4.; p.xy *= rot(time); p.xy = abs(p.xy)-1.+sin(time)*0.3; p.xz *= rot(time); float od = dot(p,normalize(sign(p)))-.2; g2 += 0.01/(0.01+od*od); return od; } float sdf (vec3 p) { return min(prim2(p),grid(p)); } 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); uv += texture(texNoise,uv).r*0.1; vec3 ro = vec3(0.001,0.001,-4.+time*4.), p=ro,rd=normalize(vec3(uv,1.)), col = vec3(0.); float shad = 0; bool hit = false; for (float i=0.; i<100.; i++) { float d = sdf(p); if (d<0.001) { hit = true; shad = i/100.; break; } p += d*rd*0.6; } if (hit) { col = vec3(shad); } col += g1*vec3(0.2,0.5,0.2)*0.08; col += g2*vec3(0.3,0.,0.2); out_color = vec4(col, 1.); }