#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 mat2 rot(float a) { float c = cos(a); float s = sin(a); return mat2(c,-s,s,c); } float map(vec3 pos) { float sph = length(pos) - 1.; float pla = pos.y + 1. + sin(pos.z - fGlobalTime)*.1; pos.x = abs(pos.x); pos.z += fGlobalTime * 2. + (sin(fGlobalTime * 3.14159 ) * .5 + .5) * .1; pos.z = mod(pos.z + 2., 4.) - 2.; pos.x -= 3.; pos.xy *= rot(-.65); float cy = length(pos.xz) - .25; return min(min(sph, pla),cy); } float rayCast(vec3 ro,vec3 rd) { vec3 cp = ro; float s = 0.; for(;s < 1.; s += 1. / 64.) { float cd = map(cp); if(cd < .01) break; cp += cd * rd * .75; } return s; } 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.,2.,-10.); vec3 rd = vec3(uv,1.); rd.yz *= rot(.1); float beat = exp(-mod(fGlobalTime * 10., 10.)); beat *= .05; float r = rayCast(ro, rd + vec3(1.) * beat); float g = rayCast(ro, rd + vec3(1.,-1.,1.) * beat); float b = rayCast(ro, rd + vec3(1.,1.,-1.) * beat); float f = 1. - rayCast(ro, rd); out_color = vec4(r,g,b,1.); out_color = out_color * sin(fGlobalTime) * .5 + .5; }