#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 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 ca =cos(a); float sa = sin(a); return mat2(ca,-sa,sa,ca); } #define PI 3.14159 float m = 0; float map(vec3 p) { float ft = fract(fGlobalTime); float time = floor(fGlobalTime) + ft * ft; p *= 1. + sin(p.z * .1 + fGlobalTime) * .5; vec3 cp = p; p.z -= time * .01; p.xy *= rot(p.z * (.1 + pow(sin(time * .1),2.) * .05 )); p.z -= time * .01; p.y = -abs(p.y); float amp = 1.; for(float i = 1.; i < 5.; ++i) { p.y += sin(p.x) * sin(p.z) * amp ; amp *= .25; p.xz *= rot(.4545 + time * .1 + i * 5.); } float dist = p.y + 2.; if(dist < .01) m = 1; p = cp; p.xy *= rot(p.z * .2); p.x = abs(p.x); p.x -= 2. + sin(p.z +time); float cyl = length(p.xy) - .25; if(cyl < .01) m = 2; dist = min(dist, cyl); return dist; } void ray(inout vec3 p, vec3 rd, out float st) { for(st = 0.; st < 1.; st += 1. / 128.) { float cd = map(p); if(cd < .01) {break; } p += rd * cd * .5; } } 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); for(float i = 1.; i < 5.; ++i) { uv.y = abs(uv.y); uv -= .25; uv *= rot(1. + fGlobalTime * .1); } float st; vec3 ro = vec3(0.,0.,-10.); vec3 rd = normalize(vec3(uv, 1.)); vec3 cp = ro; ray(cp, rd, st); if(st < 1.) { vec3 c = vec3(1.); if( m == 1) c = vec3(.9,.3,.4); if( m == 2) c = vec3(.04,.56,.8); out_color = vec4(c, 0.) * st; out_color = pow(out_color, vec4(.4545)); out_color.rg *= rot(cp.z); out_color.gb *= rot(cp.z * .25); out_color.br *= rot(cp.z * .5); out_color = abs(out_color); } }