#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 texKC; uniform sampler2D texNoise; uniform sampler2D texPegasus; 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 sphere(vec3 pos, float r) { return length(pos) - r; } float box (vec3 t, vec3 m) { return length(max(abs(t)-m,0.0)); } float map (vec3 pos) { float x = fGlobalTime; mat3 prout = mat3 (cos(x), -sin(x), 0., sin(x), cos(x), 0.,0., 0., 1.); pos = prout*pos; pos = mod(pos,2.)-1.; return max(sphere(vec3(pos),0.5),sphere(pos,1.0)); } /*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 ); }*/ 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(0.0,0.0,-5.); vec3 dir = normalize(vec3(uv,1.0)); for (float i=0; i<64; i++) { float d = map(pos); if (d<0.001) break; pos += dir*d; } /*vec2 m; m.x = atan(uv.x / uv.y) / 3.14; m.y = 1 / length(uv) * .2; float d = m.y; float f = texture( texFFT, d ).r * 100; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 );*/ out_color = vec4(pos,1.0); }