#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 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 sphe1 (vec3 p,float r) { p.y -= .8; return length(p)-r; } float sphe2 (vec3 p, float r) { p.y -= .5; r += sin(fGlobalTime)*0.1; return length(p)-r; } float cylY (vec3 p, float r, float h) { p.xz = moda(p.xz, 2.*3.14/4); p.x -= .25; r += p.y*0.05; p.xz += sin(p.y+fGlobalTime)*0.1; return max(length(p.xz)-r, abs(p.y)-h); } float body (vec3 p) { return max(-sphe2(p, 0.5),sphe1(p,0.5)); } float SDF (vec3 p) { float per = 4.; p.xz = mod (p.xz-per/2., per)-per/2.; return min(body(p), cylY(p,0.05,1.)); } 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,-6.); vec3 dir = normalize(vec3(uv,1.)); vec3 color = vec3 (0.); for (int i=0; i<60; i++) { float d = SDF(p); if (d<0.01) { break; } p += d*dir; } //color = vec3(exp(-distance(p, vec3(0.); out_color = vec4 (p,1.); }