#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 time=fGlobalTime; mat2 rot(float a) { float ca=cos(a); float sa=sin(a); return mat2(ca,sa,-sa,ca); } float box(vec3 p, vec3 s) { p=abs(p)-s; return max(p.x, max(p.y,p.z)); } float rnd(float t) { return fract(sin(t*247.542)*567.665); } float curve(float t, float d) { t/=d; return mix(rnd(floor(t)), rnd(floor(t)+1), pow(smoothstep(0,1,fract(t)),10)); } float d2 = 0.0; float map(vec3 p) { for(int i=0; i<5; ++i) { float t=time*0.1 + i; p.xz *= rot(curve(t,0.3)*10.0); p.xy *= rot(curve(t,0.23)*7.0); p.yz = abs(p.yz) - vec2(0.3,0.8)*(curve(time, 0.2)*0.8+0.2); } float d = box(p, vec3(1,0.3,2.0)); d2 = length(p.xz) - 0.3; d=min(d,d2-0.3); return abs(d); } 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); if(fract(time*0.1)>0.5) uv.x=abs(uv.x); vec2 buv=uv; for(int i=0; i<2; ++i) { uv *= rot(time*0.1); uv.x += abs(sin(time + uv.y)*0.1); uv.y += abs(sin(time + uv.x)*0.3); float size = 30 + pow(curve(time + i*12, .4+sin(uv.x*0.1+time)*0.1),10.0)*200; uv=floor(uv*size)/size; uv=abs(uv); } uv-=0.1; vec3 s=vec3(0,0,-15); vec3 r=normalize(vec3(-uv, 1)); vec3 col=vec3(0); vec3 p=s; float dd=0; for(int i=0; i<70; ++i) { float d=map(p) * 0.7; if(d<0.01) { d=0.01; } float d2 = sin(d+curve(time,0.2))*0.1+d; float ff=0.02; r.xz *= rot(sin(dd*0.3*ff)); r.yz *= rot(sin(dd*0.1*ff)); p+=r*d2; dd+=d; col += vec3(1,0.2,0.6) * 0.05/(abs(d)+1.6); col += vec3(0.3,0.8,0.7) * 0.004/(abs(d2)+0.2); } float t3 = time*0.1+curve(time, 0.3); col.xz *= rot(t3 + buv.x*0.7); col.xy *= rot(t3*1.3 + buv.y*0.6); col=abs(col); col *= 0.4 + curve(time, 0.1); col = smoothstep(0,1,col); col = pow(col, vec3(0.4545)); /* col *= smoothstep(0.1,0.4,fract(curve(uv.x*10.0 + time*0.1,0.1))*0.5)+0.5; col *= smoothstep(0.1,0.4,fract(curve(uv.y*10.0 + time*2.3+10.0,0.1))*0.5)+0.5; */ out_color = vec4(col, 1); }