#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 #define sdist(p,r) (length(p)-r) #define time fGlobalTime #define repeat(p,r) (mod(p,r)-r/2.) mat2 rot (float a) { float c = cos(a), s = sin(a); return mat2(c,-s,s,c); } void amod (inout vec2 p, float c) { float an = (3.14159*2.)/c; float a = atan(p.y,p.x)+an/2.; a = mod(a, an)-an/2.; p = vec2(cos(a),sin(a))*length(p); } float smin ( float a, float b, float t) { float h = clamp(.5+.5*(b-a)/t,0.,1.); return mix(b,a,h)-t*h*(1.-h); } float map (vec3 pos) { float scene = 10.; vec3 p = pos; const float count = 3.; for (float i = count; i >= 0.; --i) { float r = i / count; r = r * r; p.xz *= rot(p.y * .4 / r); amod(p.xz, 5.); p.x -= .5 * r - sin(time * 2. + p.y * 2. + r * 3.14529) * .1 * r; vec3 pp = p; scene = min(scene, sdist(p.xz, .01)); } p = pos; p.xz = vec2(atan(p.x,p.z),length(p.xz)); p.y += sin(atan(p.z,p.x)/3.14159/2.)*.2; p.y = repeat(p.y+time, .6); float wave = 1. - .1*sin(time * 2. + pos.y * 4.); p.z -= wave; scene = min(scene, sdist(p.zy, .01)); p = pos; p.xz *= rot(p.y); amod(p.xz, 8.); p.x -= wave; scene = smin(scene, sdist(p.xz, .01), .1); p = pos; p.xz *= rot(-p.y); amod(p.xz, 8.); p.x -= wave; scene = smin(scene, sdist(p.xz, .01), .1); float dd = length(pos); p.y += atan(pos.z,pos.x) * .5; scene = smin(scene, sdist(p.yz, .01 - dd * .03), .1); p.x -= .5; p.x = repeat(p.x, .8); scene = smin(scene, sdist(p.xy, .02), .2); return scene; } 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 eye = vec3(0,1,-3); eye.xz *= rot(time); eye.z += sin(time); vec3 target = vec3(0); vec3 front = normalize(target - eye); vec3 right = normalize(cross(vec3(0,1,0),front)); vec3 up = normalize(cross(front, right)); vec3 ray = normalize(front + uv.x * right + uv.y * up); vec3 color = vec3(uv,0); float shade = 0.; vec3 pos = eye; const float count = 70.; for (float i = count; i >= 0.; --i) { float dist = map(pos); if (dist < .0001) { shade = i / count; break; } dist *= .5; pos += ray * dist; } float t = shade * 40. + time; color = vec3(.75)+vec3(.25)*cos(vec3(.1,.2,.3)*t); color *= shade; out_color = vec4(color, 1); }