#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 #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); } vec3 look (vec3 eye, vec3 at, vec2 uv) { vec3 front = normalize(at-eye); vec3 right = normalize(cross(front, vec3(0,1,0))); vec3 up = normalize(cross(front, right)); float fov = (1.+.5*sin(time*8.)); return normalize(front * .3 + right * uv.x + up * uv.y); } float map (vec3 pos) { float scene = 10.; pos.z -= time * 10.; pos = repeat(pos, 5.); const float count = 3.; vec3 p = pos; for (float i = count; i > 0.; --i) { float r = i / count; p = abs(p)-(.5+.3*sin(time*8.))*r; p.xz *= rot(time*.2); p.yz *= rot(time*.1); float rr = .2+.1*sin(time* 8.); rr *= r; if (sin(time)<.0) { scene = min(scene, length(p)-rr); } else { scene = min(scene, length(p.xz)-rr*.2); scene = min(scene, length(p.yz)-rr*.2); scene = min(scene, length(p.xy)-rr*.2); } } //scene = min(scene, max(0., (length(pos.xz)-1.))); pos.xz *= rot(pos.y + time *4.0+ sin(time*4.+pos.y)); pos.x += 1.; pos.xz *= abs(pos.xz)-.5; pos.xz *= abs(pos.xz)-.5; //scene = min(scene, length(pos.xz)-.02); 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); vec2 p = uv; uv /= 1.-length(uv)*4.; vec3 eye = vec3(0,0,-3); eye.xz *= rot(time*.8); eye.yz *= rot(time * .5); vec3 ray = look(eye, vec3(0), uv); vec3 pos = eye; float shade = 0.; const float count = 50.; for (float i = count; i > 0.; --i) { float dist = map(pos); if (dist < .001) { shade = i / count; break; } pos += ray * dist; } vec3 color = vec3(.5)+vec3(1.)*cos(vec3(.01,.011,.0123)*time*5.+shade*2.+length(pos)*2.); float funk = step(.0, sin(-time*4.+length(uv)*4.+atan(uv.y,uv.x))); color = mix(color, 1.-color, funk); p.y-=sqrt(abs(p.x))*.5*(1.+.2*sin(time*4.)); float heart = step(.0, length(p)-.2); out_color = vec4(color*shade, 1.); out_color.r += 1.-heart; }