#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 float bass; float megabass() { float b = 0.0; for (int i = 0; i < 10; i++) { b = max(texelFetch(texFFTIntegrated, i, 0).x, b); } return b * 8.0; } mat2 rot(float a) { float c = cos(a); float s = sin(a); return mat2(c, s, -s, c); } float dur(vec3 p) { p.xy *= rot(p.z * 0.1); p.z += 0.1 * texture(texNoise, p.xy).x; return cos(p.x) + cos(p.y) + cos(p.z); } vec3 rm(vec3 ro, vec3 rd, out float st, int it) { st = 1.0; vec3 p = ro; for (int i = 0; i < it; ++i) { float d = dur(p); if (abs(d) < 0.01) { st = float(st) /float(it); break; } p += rd * d * 0.8; } return p; } vec3 shade(vec3 ro, vec3 p, vec3 n, float st) { float off = p.x + p.y + p.z; vec3 c = vec3(0.5 + 0.5 * cos(bass + off), 0.5 + 0.5 * sin(bass + off), 1.0); return vec3(exp(-distance(ro, p) * 0.1)) * c * (1.0 - st); } vec3 grad(vec3 p) { vec2 eps = vec2(0.01, 0.0); return normalize( vec3(dur(p + eps.xyy) - dur(p - eps.xyy), dur(p + eps.yxy) - dur(p - eps.yxy), dur(p + eps.yyx) - dur(p - eps.yyx)) ); } void main(void) { bass = megabass(); vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); float st; vec3 ro = vec3(0.0, 0.0, bass); vec3 rd = normalize(vec3(uv, 0.4 - length(uv))); vec3 p = rm(ro, rd, st, 32); vec3 n = grad(p); vec3 color = shade(ro, p, n, st); vec3 rd2 = reflect(rd, n); vec3 ro2 = p + rd2 * 0.1; float st2; vec3 p2 = rm(ro2, rd2, st2, 8); vec3 n2 = grad(p2); color = mix(color, shade(ro, p2, n2, st2), 0.4); color = pow(color, vec3(1.0 / 2.2)); out_color = vec4(color, 1.0); }