#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 rep(p,r) (mod(p + r/2.,r) - r/2.) float sdSphere(vec3 p,float r) { return length(p) -r; } mat2 rot(float a) { float c = cos(a); float s = sin(a); return mat2(c,-s,s,c); } float map(vec3 p) { p.yz *= rot(.3); float a = atan(p.z,p.x); p.y += 1. + sin(fGlobalTime + length(p * .1) ); float plane = p.y + 1.; float d = length(p.xz); p.xz *= rot(fGlobalTime *.2+ d * .01); p.y += 1.5 * sin(d * 5 + fGlobalTime) * .1 +1.5; p.xz = rep(p.xz, 4.); float sp = sdSphere(p,1.); return min(plane,sp); } vec3 normal(vec3 p) { vec2 e = vec2(.1,0.); return(normalize(vec3( map(p - e.xyy) - map(p + e.xyy), map(p - e.yxy) - map(p + e.yxy), map(p - e.yyx) - map(p + e.yyx) ))); } 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.,0.,-10.); vec3 rd = normalize(vec3(uv, 1.)); vec3 cp = ro; float id = 0.; for(float st = 0.; st < 1.; st += 1. / 128.) { float cd = map(cp); if(cd < .01) { id = 1. - st; break; } cp += rd * cd * .5; } vec3 norm = normal(cp); vec3 ld = normalize(cp - vec3(10 * sin(-fGlobalTime),10,10*cos(-fGlobalTime))); float light = clamp(dot(norm,ld),0.,1.); float f = id; vec4 base = vec4(.2,.14,.7,1.); float l = light * id; out_color = vec4(mix(vec4(1.),base,1. - l)) ; }