#version 410 core uniform float fGlobalTime; // in seconds uniform vec2 v2Resolution; // viewport resolution (in pixels) uniform float fFrameTime; // duration of the last frame, in seconds 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 texPreviousFrame; // screenshot of the previous frame uniform sampler2D texChecker; uniform sampler2D texNoise; uniform sampler2D texTex1; uniform sampler2D texTex2; uniform sampler2D texTex3; uniform sampler2D texTex4; uniform sampler2D texWormhole; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything vec2 z,v,e=vec2(.0035,-.0035); float t,tt,b,bb,g,cr,gg,ggg,f,tn; vec3 ro,np,rp,bp,cp,pp,op,sp,po,no,al,lp,ld,cop;vec4 su=vec4(0);float ffBass, ffHigh, ffWhole; float noi(vec3 p){ vec3 f=floor(p),s=vec3(7,157,113); p-=f;vec4 h=vec4(0,s.yz,s.y+s.z)+dot(f,s); p=p*p*(3.-2.*p); h=mix(fract(sin(h)*43758.5),fract(sin(h+s.x)*43758.5),p.x); h.xy=mix(h.xz,h.yw,p.y); return mix(h.x,h.y,p.z);} float cno(vec3 p,float k){ float f=0.; p.z+=tt*k;f+=0.5*noi(p);p=2.1*p;f+=0.25*noi(p+1.);p=2.2*p; f+=0.125*noi(p+2.);p=2.3*p; return f;} float bo(vec3 p,vec3 r){p=abs(p)-r; return max(max(p.x,p.y),p.z);} float oc(vec3 p,float s){p=abs(p);return (p.x+p.y+p.z-s)*0.57735;} float b2d(vec2 p,vec2 r){ p=abs(p)-r;return length(max(p,0))+min(max(p.x,p.y),0);} float cy(vec3 p,vec3 r){return max(abs(length(p.xz)-r.x)-r.y,abs(p.y)-r.z/2.);} float cx(vec3 p,vec3 r){return max(abs(length(p.yz)-r.x)-r.y,abs(p.x)-r.z/2.);} float cz(vec3 p,vec3 r){return max(abs(length(p.xy)-r.x)-r.y,abs(p.z)-r.z/2.);} float cap(vec3 p, float h, float r ){ p.y -= clamp( p.y, 0.0, h );return length( p ) - r;} float ext(vec3 p,float sdf,float h){ vec2 w=vec2(sdf,abs(p.y)-h); return min(max(w.x,w.y),0.)+length(max(w,0));} vec2 smin( vec2 a, vec2 b,float k ){ float h=clamp(.5+.5*(b.x-a.x)/k,.0,1.);return mix(b,a,h)-k*h*(1.0-h);} mat2 r2(float r){return mat2(cos(r),sin(r),-sin(r),cos(r));} float smin( float d1, float d2, float k ){float h=max(k-abs(d1-d2),0.0);return min(d1, d2) - h*h*0.25/k;} float smax( float d1, float d2, float k ){float h=max(k-abs(-d1-d2),0.0);return max(-d1,d2)+h*h*0.25/k;} /* VOLUMETRIC CLOUDS */ float cmp( vec3 p){ ffWhole = texture( texFFTSmoothed, 0.02+abs(p.y)*.001).r*200; float t=length(p)-3-ffWhole; t=smin(t,length(p.xz)-2-cos(p.y*.2),1.); t*=0.5; return t; } /* ORBITTTTTTTTT */ vec4 c=vec4(4.57,7,25,0.2); /* MMMAAAAPPPPPPPPPPPPPPPPPPPP*/ vec2 mp( vec3 p, float ga ){ //p=vec3(atan(p.x,p.z)*8.,abs(abs(p.y)-25.)-7.,length(p.xz)-5.-bb); //p=vec3(abs(atan(p.z,p.x))*10.-5., (10.-length(p)), abs(atan(length(p.xz),p.y))*10.); ffWhole = texture( texFFTSmoothed, 0.02+abs(p.y)*.01).r*300; op=p; p.xz=abs(p.xz)-5-cos(p.y*.2)*4.-ffBass; //float ta=smoothstep(0.,1.,(clamp(sin(p.y*.01+tt*.5),-.25,.25)*2.+.5)); //p=mix(p,p.xzy,ta); //float mxr=clamp(sin(tt*.65+p.z*.1),-.5,.5)+.5; vec3 gr=clamp(sin(p*5),-.5,.5)*.1; vec2 h,t=vec2(bo(p,vec3(3,10,3)-gr.x+gr.y-gr.z+ffHigh),5); //CUBE BLUE float szr=cos(p.y*.5)*ffWhole*.05; t.x=abs(t.x)-.2; t.x=max(t.x,abs(p.y)-3); t.x*=0.7; h=vec2(bo(p,vec3(3.1,10,3)-gr.x+gr.y-gr.z+szr+ffHigh),6); //CUBE WHITE h.x=abs(h.x)-.4; h.x=max(h.x,(abs(abs(abs(p.y)-1.6)-.8)-.4)); tn=texture(texNoise,p.xy*.1).r; h.x=min(h.x,length(p.xz)-1-tn+ffWhole*.1); // WHITE CYL MIDDLE float glo=abs(bo(p,vec3(2,10,2)-gr.x+gr.y-gr.z))-.01; //GLOW BOX INSIDE glo=max(glo,abs(p.y)-3.6-ffBass); //GLOW BOX INSIDE gg+=0.1/(0.1*glo*glo*(400-390*cos(p.y*.2+ffBass*4+1.5))); h.x=min(h.x,glo); h.x*=0.75; t=t.x120) break; t.x+=h.x;t.y=h.y; } if(t.x>120) t.y=0; return t; } #define a(d) clamp(mp(po+no*d,0).x/d,0.,1.) #define s(d) smoothstep(0.,1.,mp(po+ld*d,0).x/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); tt=mod(fGlobalTime,62.82); //bb=max(0.,-3.+floor(tt*.25)+smoothstep(0.,1.,min(fract(tt*.25),.25)*4.)); //b=smoothstep(0.,1.,clamp(sin(tt*.5),-.25,.25)*2.+.5); //// FEUFEUTEU ffBass = texture( texFFTSmoothed, 0.05 ).r*200; ffHigh = texture( texFFTSmoothed, 0.3 ).r*350; ///////////////////////// CCCCCCAAAAAAAAAAAAAMMMMMMMM ro=mix(vec3(cos(tt*c.w+c.x)*c.z,c.y,sin(tt*c.w+c.x)*c.z), vec3(cos(tt*.4)*9,sin(tt)*5,-18), ceil(sin(tt*.4))); vec3 cw=normalize(vec3(0)-ro), cu=normalize(cross(cw,vec3(0,1,0))), cv=normalize(cross(cu,cw)), rd=mat3(cu,cv,cw)*normalize(vec3(uv,.5)),co,fo; ///////// BACKGROUND tn=texture(texNoise,rd.xz).r; float ffMain=texture( texFFTSmoothed, .01+abs(rd.y)*.5*(1-tn*.5)).r*150; co=fo=clamp(vec3(.13,.12,.1)-length(uv)*.2+texture(texNoise,rd.xz).r*.1*ffMain,0.,1.); //////// LIGHT POS lp=ro+vec3(0,2,0); z=tr(ro,rd);t=z.x; if(z.y>0){ po=ro+rd*t; no=normalize(e.xyy*mp(po+e.xyy,0).x+ e.yyx*mp(po+e.yyx,0).x+ e.yxy*mp(po+e.yxy,0).x+ e.xxx*mp(po+e.xxx,0).x);al=mix(vec3(.0,0.20,.7),vec3(.1,0.40,.5),sin(cop*2.5)*.5+.5); if(z.y<5)al=vec3(0); if(z.y>5)al=vec3(1); ld=normalize(lp-po); float attn=1.0-pow(min(1.0,length(lp-po)/30.),4.0), dif=max(0,dot(no,ld)), fr=pow(1+dot(no,rd),4), sp=pow(max(dot(reflect(-ld,no),-rd),0),30); co=mix((sp+al*(a(.1)*a(.3)+.2)*(dif+s(1)*.3))*attn,fo,min(fr,.5)); co=mix(fo,co,exp(-.00002*t*t*t)); } cr=cmp(ro)-2.+fract(dot(sin(uv*476.567+uv.yx*785.951+tt),vec2(984.156))); for(int i=0;i<120;i++){ cp=ro+rd*(cr+=1./3.);//(cr+=60./150.); if(su.a>.99||cr>t) break; float de=clamp(-cmp(cp)+2.*cno(cp,10.),0.,1.); //-0.2-mp(cp).x+0.5*cno(cp*0.5,1.) su+=vec4(vec3(mix(1.,0.,de)*de),de)*(1.-su.a); } co=mix(co,su.xyz,su.a*0.8); //mix(su.xyz,fo,1.-exp(-.000005*cr*cr*cr)),su.a*.9) //float light=clamp(-0.5-mp(cp-ld*.5).x+2.5*cno(cp*5,5),0.,1.);//cloud lighting //su+=vec4(vec3(mix(de*de,light,de)),de)*(1-su.a); //co=su.xyz; co=co+g*.2*vec3(.0,.1,.7)+gg*.2*vec3(1.,.5,.1)+ggg*.2; //if(length(lp-ro)