#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 time = fGlobalTime; vec2 moda (vec2 p, float per) { float a= atan(p.y, p.x); float l = length(p); a = mod(a-per/2., per) -per/2.; return vec2(cos(a),sin(a))*l; } vec2 mo (vec2 p, vec2 d) { p = abs(p)-d; if (p.y >p.x) p.xy = p.yx; return p; } mat2 rot(float a) {return mat2 (cos(a),sin(a),-sin(a), cos(a));} float stmin(float a, float b, float k, float n) { float st = k/n; float u = b-k; return min(min(a,b),0.5 * (u+a+abs(mod(u-a+st, 2.*st)-st))); } float sphe (vec3 p, float r) {return length(p)-r;} float od (vec3 p, float d) { return dot(p, normalize(sign(p)))-d; } float cyl (vec2 p, float r) {return length(p)-r;} float g1 = 0.; float prim1 (vec3 p) { float d = sphe(p, 0.8); g1 += 0.01/(0.01+d*d); return d; } float prim2 (vec3 p) { float per = 5.; vec3 pp = p; p.y = mod(p.y-per/2., per) -per/2.; float o = min(prim1(p),max(-sphe(p, 1.2),od(p, 1.))); p = pp; p.xz *= rot(time*0.7); p.xz *= rot(p.y*0.5); p.xz = moda(p.xz, (2.*3.14)/4.); p.x -= 1.3; return stmin(o, cyl(p.xz, 0.15), 0.5, 4.); } vec2 frame_size = vec2 (10., 7.); float prim3 (vec3 p) { p.xy = mo(p.xy,frame_size); return prim2(p); } float g2 = 0.; float in_frame(vec3 p) { p.xy +=texture(texNoise, p.xy).rg * 0.2; p.z +=sin(p.y); p.x += cos(p.z + time); p.x = abs(p.x + p.y); p.x = fract(p.x)-0.5; float d = cyl(p.xz, 0.15); g2 += 0.01/(0.01+d*d); return d; } float prim4 (vec3 p) { if (abs(p.x) <= frame_size.x && abs(p.y) <= frame_size.y) return in_frame(p); } float SDF (vec3 p) { return min(prim3(p), prim4(p)); } 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(0.001,0.001, -20.); vec3 p = ro; vec3 rd = normalize(vec3(uv, 1.)); float shad = 0.; for (float i=0.; i<64.; i++) { float d = SDF(p); if (d<0.01) { shad = i/64.; break; } p += d*rd*0.7; } vec3 col = vec3(shad); col += g1*vec3(0.,0.5,0.2) + g2 *vec3(0.1,0.3,0.3); out_color = vec4(col,1.); }