#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 sat(a) clamp(a, 0., 1.) float _sqr(vec2 uv, vec2 s) { vec2 l = abs(uv)-s; return max(l.x,l.y); } float _time; mat2 r2d(float a) { float c = cos(a), s = sin(a); return mat2(c, -s, s, c);} vec4 map2d(vec2 p) { float acc = 100.; vec3 col; for (int i = 0; i < 15; ++i) { float th = 0.01+0.01*float(i); float sqr = abs(_sqr(p*r2d(sin(float(i)+_time*.5)), vec2(.05)*float(i+.5)))-th; if (sqr < 0.) { if (i == 0) col = vec3(1.,1.,1.); if (i == 1) col = vec3(1.,.5,0.5); if (i == 2) col = vec3(1.,.5,0.8); if (i == 3) col = mix(vec3(.5), vec3(1.,.9,0.8), sat(sin((p.x+p.y)*155.+_time)*50.)); } acc = min(acc, sqr); } return vec4(acc, col); } vec3 getCam(vec3 rd, vec2 uv) { float fov = 1.; vec3 r = normalize(cross(rd, vec3(0.,1.,0.))); vec3 u = normalize(cross(rd, r)); return normalize(rd+fov*(r*uv.x+u*uv.y)); } float _cube(vec3 p, vec3 s) { vec3 l = abs(p)-s; l.xy *= r2d(_time); l = abs(l)-s; l.xz *= r2d(_time); return max(l.x, max(l.y,l.z)); } vec2 map(vec3 p) { p.xy *= r2d(_time); p.xz *= r2d(_time*.5); vec2 cube = vec2(_cube(p, vec3(.5)), 0.); return cube; } vec3 trace(vec3 ro, vec3 rd, int steps) { vec3 p = ro; for (int i = 0; i< steps;++i) { vec2 res = map(p); if (res.x < 0.01) return vec3(res.x, distance(p, ro), res.y); p += rd*res.x; } return vec3(-1.); } vec3 norm(float d, vec3 p) { vec2 e = vec2(0.01,0.); return normalize(vec3(d)-vec3(map(p+e.xyy).x, map(p+e.yxy).x, map(p+e.yyx).x)); } vec3 rdr(vec2 uv) { float shp = 400.; vec3 col = vec3(.1)+texture(texTex2, uv).xxx*.1; vec4 res = map2d(uv*2.); col = mix(col, res.yzw, 1.-sat(shp*res.x)); vec3 ro = vec3(0.,0.,-5.); vec3 ta = vec3(0.,0.,0.); vec3 rd = normalize(ta-ro); rd = getCam(rd, uv); vec3 r = trace(ro,rd,256); if (r.y > 0.) { vec3 p = ro +rd*res.y; vec3 n = norm(res.x, p); col += mix(vec3(1.,.5,.25), vec3(p.xzy), p.x); } return col; } void main(void) { _time = fGlobalTime; vec2 uv = (gl_FragCoord.xy-vec2(.5)*v2Resolution.xy)/v2Resolution.xx; vec3 col; col = rdr(uv); col = rdr(uv*.5)*.5; col = rdr(uv*vec2(-1.,1.)*2.*mix(1.,1.5,mod(_time, 1.5))); out_color = vec4(col, 1.); }