#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 smin(float a, float b, float k) { float h = clamp(0.5+0.5*(b-a)/k,0.,1.); return mix(b,a,h)-k*h*(1.-h); } //vec2 (vec2 p, float angle) //{ //float c = cos(angle); //float s = sin(angle); //return vec2 (p * (c,-s,s,c)); //} vec2 moda (vec2 p, float per) { float angle = atan(p.y, p.x); float l = length(p); angle = mod(angle-per/2., per)-per/2.; return vec2(cos(angle),sin(angle))*l; } float sphe (vec3 p, float r) { p.y-=.7; return length(p)-r; } float cylY (vec3 p, float r, float h) { return max(length(p.xz)-r, abs(p.y)-h); } float plane (vec3 p, vec2 uv) { vec4 text = texture(texTex4, uv/2.); p.y +=.5; p.y+=text.x; return p.y; } float cylX (vec3 p, float r, float h) { p.xz = moda(p.xz, 2.*3.14/5.); p.x -= 0.8; p.xy += p.z*sin(fGlobalTime); p.y += 0.3; r-=p.x*0.2; return max(length(p.yz)-r, abs(p.x)-h); } float SDF(vec3 p, vec2 uv) { //return cylX(p, 0.2, 0.7); float body = smin(cylY(p,0.3,.5), sphe(p,0.5), 0.4); float all_body = smin(body,cylX(p, 0.2, 1.), 0.5); return min(all_body, plane(p, uv)); } 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 p = vec3 (0.01,0.01,-3.); vec3 dir = normalize(vec3(uv, 1.)); float shad = 0.; for (int i=0; i<60; i++) { float d = SDF(p, uv); if (d<0.01) {shad = float(i)/60.; break;} p += d*dir; } out_color = vec4(vec3(1-shad),1.); }