#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 mat2 rot(float a) { float c = cos(a);float s = sin(a); return mat2(c,-s,s,c); } float rep(float p, float r) { return mod(p + r/2,r) - r/2; } float map(vec3 p) { vec3 p2 = p; p2.yz *= rot( p2.z * .00005 + sin(p2.z *-.15- fGlobalTime * .2) * .1); float f1 = 4-max(distance(p2.x,0),distance(p2.y,0));//distance(p,vec3(0,0,0)) -1; float f3 = 4-max(distance(p2.x,0),distance(p2.y,0)); p2.z += fGlobalTime * 10; vec3 p3 = p2; p3.x = abs(p3.x); float f5 = (2 + sin(p3.z * .3)) - distance(p3.xy, vec2(4,0)); p2.z = rep(p2.z, 10); p2.x = abs(p2.x ); float f2 = distance(p2, vec3(0,-1 + abs(p .x),0)) - 1; float f4 = distance(p2.yz , vec2(-5,0)) - 1.5; f1 = max(f1,f5); return min(min(f1,f2),f4); } vec3 norm(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(0,1,-5); vec3 rd = normalize(vec3(uv.xy,1)); float ST = 128; float st = 0.; float cd = 0; vec3 cp = ro; for(;st < ST;st++) { cd = map(cp); if(cd < .001) break; cp += cd * rd * .5; } vec3 light = vec3(0,0,25 + sin(fGlobalTime) * 10); vec3 lDir = normalize(cp - light); float lum = clamp(dot(norm(cp),lDir),0,1); float dist = distance(ro,cp); float f= dist / 50; out_color = vec4(lum); }