#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 texNogozon; 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 o(vec3 p) { return cos(p.x) + cos(p.y*.5) + cos(p.z) + cos(p.y*20. + fGlobalTime)*.1 + texture(texNoise, p.xy*.1).r*2. ; } float water( vec3 p) { float d = p.y + texture(texNoise, p.xz*.1+vec2(fGlobalTime*.01)).r*.1+ texture(texNoise, p.xz*.1-vec2(fGlobalTime*.05)).r*.1; d = min(d, mix(length(p-vec3(0.,1.,fGlobalTime+5.)) - 1., length(p.xy-vec2(sin(p.z),1.+cos(p.z))) - .5, cos(fGlobalTime)*.5+.5)); return d; } float map( vec3 p) { float d = min(o(p), water(p)); return d; } vec3 rm( vec3 ro ,vec3 rd) { vec3 p = ro; for(int i=0; i<64; i++) { float d = map(p); p += rd *d; } return p; } vec3 normal( vec3 p) { vec2 eps = vec2(0.01, 0.); vec3 n; n.x = map(p) - map(p+eps.xyy); n.y = map(p) - map(p+eps.yxy); n.z = map(p) - map(p+eps.yyx); return normalize(n); } 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 ); } vec3 shade( vec3 ro, vec3 rd, vec3 n, vec3 p) { vec3 col = vec3(0.); col += vec3(1.) * max(0., dot(n, normalize(vec3(1.,1.,1.))))*.5; vec3 fog = mix(vec3(cos(fGlobalTime)*.5+.5, .7, .5), vec3(0.,.7,1.5), rd.x) * (length(p-ro)*.05 );; col += fog; return col; } mat2 rot( float v) { float a = cos(v); float b = sin(v); return mat2( a,-b,b,a); } 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); vec3 ro = vec3( 0., 1., fGlobalTime); vec3 rd = normalize( vec3(uv, 1.) ); rd.xy = rot(fGlobalTime*.1) * rd.xy; vec3 p = rm(ro ,rd); vec3 n = normal(p); vec3 col = shade(ro,rd,n,p); for(int i=0; i<3; i++) if(water(p)<.1) { rd = reflect( rd, n); p += rd*.1; ro = p; p = rm(ro,rd); n = normal(p); col = vec3(0.5,.7,1.) * shade(ro,rd,n,p); } out_color = vec4(col, 1.); }