#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; mat2 rot(float a) { float ca=cos(a); float sa=sin(a); return mat2(ca,sa,-sa,ca); } float box(vec3 p, vec3 s) { p=abs(p)-s; return max(p.x, max(p.y,p.z)); } float rnd(float t) { return fract(sin(t*421.522)*742.512); } float curve(float t, float d) { t/=d; return mix(rnd(floor(t)), rnd(floor(t)+1), pow(smoothstep(0,1,fract(t)),10)); } vec3 fractal(vec3 p, float t1) { p.xz *= rot(sin(p.y*0.2+time)*0.5); p.yz *= rot(sin(p.x*0.3+time*1.3)*1.5); for(int i=0; i<7; ++i){ float t=i + t1*0.1 + curve(t1,0.4)*0.5 + p.x*(0.1+sin(curve(t1,0.2)+t1*0.3)*0.2); p.xz *= rot(t); p.xy *= rot(t*0.7); p.xz = abs(p.xz) - vec2(3,3)*(0.2+i*0.1)*0.7; } return p; } float at1=0; float at2=0; float map(vec3 p) { vec3 p2 = fractal(p+vec3(0,0,0), 12.7+time); vec3 p3 = fractal(p+vec3(0,2,0), 15.7+time*0.7); float d=box(p2, vec3(3,2,0.1)); float d2=box(p3, vec3(3,2,0.1)); d=min(d, max(-p.y,length(p.xz)-0.2)); at1 = d; at2 = d2; d=min(d,d2); d=max(d,0.1); return d; } void cam(inout vec3 p) { float t=time*0.2 + curve(time, 1.7)*3.0; p.yz *= rot(sin(t*1.3)*0.3+0.6); p.xz *= rot(t); } 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.x += (curve(time, 0.7)-0.5)*0.5; vec3 s=vec3(0,0,-30); float fov = 0.9+curve(time, 0.7); vec3 r=normalize(vec3(-uv, fov)); cam(s); cam(r); vec3 col=vec3(0); vec3 p=s; for(int i=0; i<100; ++i) { float d=map(p); if(d<0.001) break; if(d>200.0) break; p+=r*d; //col += vec3(0.2,0.4,0.9)*0.01/(0.1+abs(d)); col += vec3(0.2,0.4,0.9)*0.004/(0.1+abs(at1)); col += vec3(0.9,0.3,0.2)*0.004/(0.1+abs(at2)); } col *= 1.2-length(uv); out_color = vec4(col,1); }