#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 cookie; uniform sampler2D descartes; uniform sampler2D texNoise; uniform sampler2D texTex2; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything mat2 rot(float a) { float ca = cos(a); float sa = sin(a); return mat2(ca,-sa,sa,ca); } #define PI 3.14159 float map(vec3 p) { vec3 cp = p; p.z -= 10.; float time = fGlobalTime; float acc = 1000.; float BPM = 100. / 60.; float bump = sin(fract(time * BPM ) * PI - PI * .5) * .5 + .5; bump = pow(bump,2.); bump *= .35; p *= 1. - bump; for(float i = 1.; i <= 6.; i++) { p.x = abs(p.x); p.xy *= rot(p.y * i * .15 + time); p.xz *= rot(p.y * i * .125 + time); p.y += p.x * .3; acc = min(acc,length(p) - (1. + i * .1)); } p = cp; float flo = p.y +10.; return min(acc, flo); } vec3 normal(vec3 p) { vec2 e = vec2(.0,.01); return normalize(vec3( map(p + e.xxy) - map(p - e.xxy), map(p + e.xyx) - map(p - e.xyx), map(p + e.yxx) - map(p - e.yxx) )); } 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.,0.,-7. + sin(fGlobalTime) * 2.); vec3 rd = normalize(vec3(uv, 1.)); vec3 cp = eye; float ti = floor(fGlobalTime ) + pow(fract(fGlobalTime), 2.); rd.xy *= rot(sin(ti * 2.) * .2); float st = 0.; float cd = 0.; for(;st < 1.; st += 1./128.) { cd = map(cp); if(cd < .01) break; cp += cd * rd * .75; } out_color = texture(cookie, uv * rot(fGlobalTime) + fGlobalTime * .12); if(cd < .01) { vec3 norm = normal(cp); float li = dot(norm, vec3(-1.,1.,1.)); out_color = vec4(li); out_color.xy *= rot(fGlobalTime + cp.x); out_color.xz *= rot(fGlobalTime + cp.z); } }