#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; vec2 rot(vec2 v, float a) { float sa = sin(a);float ca = cos(a); return mat2(ca,-sa,sa,ca) * v; } layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything float map(vec3 pos,out float id) { vec3 cp = pos; cp.y-= abs(cp.x * .7); float f1 = distance(cp, vec3(0.,0.,10.)) - 1.; float d = abs(pos.x); float n = texture(texNoise,pos.xz * .01+ vec2(0.,fGlobalTime * .1)).z * (2. + d); float f2 = distance(pos.y, -2. - n); id = step(f1,f2); return min(f1, f2); } int STEP = 128; float ESP = .001; 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(uv,-5.); vec3 rd = normalize(vec3(uv, 1.)); vec3 cp = ro; float cd; int cs = 0; float id ; for(; cs < STEP; ++ cs) { cd = map(cp,id); if(cd < ESP) break; cp += rd * cd * .5; } float f = 1.-float(cs) / float (STEP); vec4 sc = mix(vec4(.8,.9,.3,1.),vec4(.2,.4,.7,1.),sin((fGlobalTime - cp.z)*.05)); vec2 uv2 = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); vec4 tex = texture(texPegasus,uv2 * vec2(1.,-1.) + vec2(0.,sin(uv2.x * 4.+ fGlobalTime * 1.)*.1)); out_color = mix(vec4(1.,0.,.3,1.),sc,1.-id); if(cd > 1.) out_color = mix(out_color,tex,1.-f); }