#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 bass() { float b = 0.0; for (int i = 0; i < 8; ++i) { b = max(b, texelFetch(texFFTIntegrated, i, 0).x); } return b; } float bass2() { float b = 0.0; for (int i = 0; i < 8; ++i) { b = max(b, texelFetch(texFFT, i, 0).x); } return b; } mat2 rot2d(float a ) { float c = cos(a); float s = sin(a); return mat2(c, -s, s, c); } float megabass =0.0; float megabass2 =0.0; float map(vec3 p) { p.xy = p.xy * rot2d(p.z * 0.2); return cos(p.x) + sin(p.y + 1.0) + cos(p.z) + (0.05 + 0.2 * megabass2) * cos(p.y + p.z * 20.0) + 0.1 * cos(p.y); } vec3 grad(vec3 p) { vec2 eps = vec2(0.001, 0.0); return normalize(vec3(map(p + eps.xyy) - map(p - eps.xyy), map(p + eps.yxy) - map(p - eps.yxy), map(p + eps.yyx) - map(p - eps.yyx))); } vec3 rm(vec3 ro, vec3 rd, out float st) { vec3 p = ro; for (int i = 0; i < 64; ++i) { float d = map(p); if (abs(d) < 0.001) { st = i; break; } p += d * rd * 0.8; } return p; } vec3 shade(vec3 p, vec3 ro, float st, vec3 n) { vec3 color = exp(-distance(p, ro)* 0.1) * (n * 0.5 + 0.5) * pow((float(st) / 64.0), 0.5); color = mix(vec3(0.1, 0.7, 1.0), color, exp(-distance(p, ro)* 0.1)); return color; } void main(void) { megabass = bass(); megabass2 = bass2(); 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, 0.0, megabass * 8.0); vec3 rd = normalize(vec3(uv, 0.7 - length(uv))); rd.xy *= rot2d(megabass); float st = 0.0; vec3 p = rm(ro, rd, st); vec3 n = grad(p); vec3 color = shade(p, ro, st, n); vec3 rd2 = reflect(rd, n); vec3 ro2 = p + 0.1 * rd2; vec3 p2 = rm(ro2, rd2, st); vec3 n2 = grad(p2); vec3 color2 = shade(p2, ro, st, n2); color = mix(color, color2, 0.5); out_color = vec4(color, 1.0); }