#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 PI 3.141592 #define TAU (2.*PI) #define time fGlobalTime #define blipbloop texture(texFFT, 0.01) void mo (inout vec2 p, vec2 d) { p = abs(p)-d; if(p.y>p.x) p = p.yx; } float hash21(vec2 x) {return fract(sin(dot(x,vec2(12.35,18.5)))*1245.5);} float cyl (vec3 p, float r, float h) {return max(length(p.xy)-r,abs(p.z)-h);} float plane (vec3 p, vec3 n) {return dot(p,normalize(n));} float lily (vec3 p) { float a = atan(p.z,p.x); p.y += (mod(a, TAU/5.))*0.15; return cyl(p.xzy, 3.,0.15); } // NO WAS NOT PLANNED float flower (vec3 p) { p.y += sin(length(p.xz*2.)-time*blipbloop.r)*0.3; mo(p.xz, vec2(.5)); mo(p.xy, vec2(.5)); mo(p.yz, vec2(.3)); return plane(p, vec3(0.5,0.5,1.)); } float water (vec3 p) { p.y += 1.2; p.y += texture(texNoise, p.xz*0.06+time*0.02).r + texture (texNoise, p.xz*0.05-time*0.01).r; return abs(p.y)-1.; } float li,wat, flo; float SDF (vec3 p) { li = lily(p); wat = water(p); flo = flower(p); return min(li,min(flo,wat)); } vec3 getcam (vec3 ro, vec3 tar, vec2 uv) { vec3 f = normalize(tar-ro); vec3 l = normalize(cross(vec3(0.,1.,0.),f)); vec3 u = normalize(cross(f,l)); return normalize(f + l*uv.x + u*uv.y); } 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); float sither = hash21(uv); vec3 ro = vec3(0.001,8.,-3.), p = ro, tar = vec3(0.), rd = getcam(ro, tar, uv), col = vec3(0.); float d, shad = 0.; for (float i=0.; i<64.; i++) { d = SDF(p); if (d <0.001) { shad = i/64.; break; } d *= 0.9+sither*0.05; p += d*rd; } if (d==wat) { col = mix(vec3(0.1,0.2,0.8),vec3(0.7,0.8,0.9),floor((shad)*7.)/7.); } if (d==li) { col = mix(vec3(0.1,0.5,0.2),vec3(0.7,0.9,0.8),floor((shad)*15)/15); } if (d==flo) { col = mix(vec3(0.7,0.2,0.8),vec3(0.7,0.7,0.8),floor((shad)*8.)/8.)*0.8; } //col = vec3(water(vec3(uv,0.))); out_color = vec4(sqrt(col),1.); }