#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 iTime fGlobalTime #define REP(p, r) (mod(p + r * .5, r) - r * .5) mat2 rotation(float angle) { float cosA = cos(angle); float sinA = sin(angle); return mat2(cosA, -sinA, sinA, cosA); } float map(vec3 position) { vec3 cp = position; position.xz *= rotation(iTime * .1 + position.y *.0125); position.z -=iTime * 2.; position = REP(position, 15.); float distan = length(position) - 2.; position = cp; distan = max(distan, -length(position.xy) + (1. + sin(position.z - iTime) * .5)); return distan; } vec3 norm(vec3 p) { vec2 e = vec2(.01,.0); float v = map(p); return normalize(vec3(v - map(p + e.xyy), v - map(p + e.yxy), v - map(p + e.yyx))); } 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.,0.,-10.); vec3 cp = ro; vec3 rd = normalize(vec3(uv, 1.)); float cd = 0., st = 0., di = 0.; for(;st < 1.; st += 1. / 128.) { cd = map(cp); if(abs(cd) < .01 || cd > 10.) { break; } cp += rd * cd; di += cd; } out_color = vec4(0.); if(cd < .01) { vec3 normal = norm(cp); out_color = vec4(normal, 0.) * di; cp *= .01; out_color.rg *= rotation(cp.y + iTime); out_color.gb *= rotation(cp.z + iTime * .5); out_color.br *= rotation(cp.x + iTime * .25); out_color *= exp(-di * .0125); out_color = sqrt(out_color); } }