#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 /* 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 ); }*/ float sphere(vec3 p, vec3 pos, float id) { vec3 q = normalize(p - pos); return length(p - pos) - 1.0; } float cylinder(vec3 p) { return length(p.xz) - 0.3; } #define ID_LIGHT 2.0 #define ID_SPHERE 1.0 #define ID_BLACK 3.0 float modA(inout vec2 p, float n) { float an = 3.141592 * 2.0 / n; float a = atan(p.y, p.x); float id = floor(a / an); a = mod(a, an) - 0.5 * an; p = vec2(cos(a), sin(a)) * length(p); return id; } #define mmin(v, d, i) (v.x > d ? vec2(d,i) : v) mat3 rotY(float a) { float c = cos(a); float s = sin(a); return mat3 (c, 0.0, -s, 0.0, 1.0, 0.0, s, 0.0, c); } vec2 map(vec3 p) { vec2 v = vec2(cylinder(p), ID_LIGHT); for (int i = 0; i < 9; ++i) { vec3 q = p; q = rotY(fGlobalTime * 0.4 + i * fGlobalTime * 0.5) * q; float id = modA(q.xz, 20.0 + 5.0 * i); v = mmin(v, sphere(q, vec3(5.0 + i * 0.5, sqrt(i * 0.5), 0.0), 1.0), ID_SPHERE); } return v; } vec4 rm(vec3 ro, vec3 rd) { float id = ID_BLACK; vec3 p = ro; for (int i = 0 ; i < 64; ++i) { vec2 d = map(p); if (abs(d.x) < 0.01) { id = d.y; break; } else if (d.x > 100.0) break; p += rd * d.x * 0.8; } return vec4(p, id); } vec3 grad(vec3 p) { vec2 e = vec2(0.001, 0.0); return normalize(vec3(map(p + e.xyy).x - map(p - e.xyy).x, map(p + e.yxy).x - map(p - e.yxy).x, map(p + e.yyx).x - map(p - e.yyx).x)); } mat3 rotX(float a) { float c = cos(a); float s= sin(a); return mat3(1.0, 0.0 ,0.0 , 0.0, c, -s, 0.0, s, c); } mat3 rotZ(float a) { float c = cos(a); float s= sin(a); return mat3(c, -s, 0.0, s, c, 0.0, 0.0, 0.0 ,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 ro = vec3(0.0, 5.0, -6.0); vec3 rd = vec3(uv, 1.0); rd = rotX(-0.3) *rd; rd = rotZ(0.3 + 0.1 * sin(fGlobalTime)) *rd; vec4 q = rm(ro, rd); vec3 p = q.xyz; vec3 color = vec3(exp(-distance(ro, p) * 0.1)); float id = q.w; vec3 n = grad(p); if (id == ID_LIGHT) color = vec3(1.0); else if (id == ID_SPHERE) { color = 0.3 * (n * 0.5 + 0.5); vec4 qq = rm(p + n * 0.1, reflect(rd, n)); vec3 pp = q.xyz; // id = qq.w; if (id == ID_LIGHT) color += 0.5; } out_color = vec4(color, 1.0); /*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 ); out_color = f + t;*/ }