#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 mat2 rot (float angle) { float c = cos(angle); float s = sin (angle); return mat2 (c,-s,s,c); } float sphe (vec3 pos, float r) { return length (pos) - r; } float cylinder (vec2 pos, float r) { return length (pos) - r; } float box (vec3 p, vec3 c) { vec3 d=abs(p) - c; return min(max(d.x,max(d.y,d.z)),0.0)+length(max(d,0.)); } vec2 moda (vec2 p) { float angle = atan(p.y,p.x); float l = length(p); float period = 2.*3.1459/3.; angle = mod(angle-period/2., period)-period/2.; return vec2(cos(angle)*l,sin(angle)*l); } float map (vec3 p) { float period = 2.; p.xz *= rot(sin(fGlobalTime)); p.yz = moda(p.yz); p = mod(p-period/2., p)-period/2.; return max(-sphe(p,1.),box(p,vec3(0.8))); //return box(p,vec3 (0.8)); } vec3 nor (vec3 p) { vec2 eps = vec2(0.01,0.); return normalize(vec3( map(p+eps.xyy) - map(p-eps.xyy), map(p+eps.yxy) - map(p-eps.yxy), map(p+eps.yyx) - map(p-eps.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 pos = vec3 (0.001,0.2,-20.); vec3 dir = normalize(vec3(uv*.5,1.)); vec3 l = normalize(vec3(0.,0.,-3.)); vec3 color = vec3(0.); for (int i = 0; i<80;i++) { float d = map(pos); if (d<0.01) {vec3 norm = nor(pos); color = vec3(dot(norm,l)); break; } d *= 0.5; pos += d*dir; } out_color = vec4(color,1.); }