#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 PI = 3.141592; float time = fGlobalTime; vec2 mo(vec2 p, vec2 d) { p = abs(p)-d; if (p.y>p.x) p.xy = p.yx; return p; } 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; } mat2 rot(float a) {return mat2(cos(a),sin(a),-sin(a), cos(a));} float cylH (vec3 p, float r, float h) {return max(length(p.xz)-r,abs(p.y)-h);} float cyl (vec2 p, float r) {return length(p)-r;} float box (vec3 p, vec3 c) {return length(max(abs(p)-c,0.));} float g1 = 0.; float prim1 (vec3 p) { p.y = fract(p.y) -0.5; float d = cylH(p.yxz, 0.1, 1.); g1 += 0.01/(0.01+d*d); return d; } float g2 = 0.; float prim2(vec3 p) { p.xz = moda(p.xz, PI); p.x -= 1.; float d = cyl(p.xz, 0.1); g2 += 0.01/(0.01+d*d); return d; } float prim3 (vec3 p) { float bounce = 0.05 + exp(-fract(time))*0.5; p.xy = mo(p.xy, vec2 (2.)); p.z += cos(p.x+time); p.y += sin(p.x); p.z += 1.5; p.y = abs(p.y); p.y -= 2.; return box (p, vec3(1e9, bounce, bounce)); } float SDF (vec3 p) { float b = prim3(p); float per = 5.; p.x = mod(p.x-per/2., per)-per/2.; p.xz = mo(p.xz, vec2 (1.2)); p.xz *= rot(time); p.xz *= rot(p.y*0.5); return min(min (prim1(p), prim2(p)), b); } 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); uv += texture(texNoise, uv+time).rg * 0.09; vec3 ro = vec3(0.001+time*5.,0.001, -10.); 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<0.001) { shad = i/64.; break; } p += d*rd*0.5; } vec3 col = vec3(shad)*0.1; col += (g1*vec3(0.1,0.5,0.6) + g2 *vec3(0.5,0.1,0.))*0.5; out_color = vec4(pow(col, vec3(0.45)),1.); }