#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 x = 0.2; //mat3 rot(cos(x),-sin(x),0, sin(x),cos(x),0,0,0,1); float sphere (vec3 pos, float r) { return length(pos) - r; } float box (vec3 m, vec3 t) { return length(max(abs(m)-t,0.0)); } float map (vec3 pos) { return sphere(pos,1.0); //return max(-sphere(pos,0.3), box(pos,vec3(0.0,0.0,0.0))); } /*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() { 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 (uv,-5.0); vec3 dir = normalize(vec3(uv,1.0)); float prout = 0.001; float STEP = 250.0; /*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 );*/ float cd = 0; for (cd = 0; cd < STEP; cd++) { float d = map(pos); if (cd < prout) break; pos += dir*d; } float ratio = cd/STEP; out_color = vec4(pos,1.0); }