#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 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 sdCube (vec3 p, vec3 r) { vec3 b = abs(p)-r; return max(b.x,max(b.y,b.z)); } mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); } #define time fGlobalTime float map (vec3 p, inout float mat) { float scene = 1.0; const float count = 8.; float a = 1.0; float falloff = 2.5; float speed = 0.1; float t = time*speed;//floor(time*speed) + pow(fract(time*speed), 0.5); float w = sin(time - length(p)*.5); for (float index = count; index > 0.; --index) { float r = 4. + 2. * w; p.xz *= rot(t*2.2); p.yz *= rot(t*4.1); p.yx *= rot(t*2.3); p.x = abs(p.x)-r*a; //p.x += sin(abs(p.z)); p.y += abs(sin(p.z*2.))*.2; scene = min(scene, sdCube(p, vec3(2.+.5*sin(abs(p.z*3.14)),0.01,1))); a /= falloff; } p = abs(p)-0.2; p.xz *= rot(- time); p.yz *= rot(- time); p.yx *= rot(- time*2.); float sphs = max(abs(p.y)-2., length(p.xz)-0.02); mat = step(sphs, scene); scene = min(scene, sphs); sphs = length(p)-0.2; mat += step(sphs, scene); scene = min(scene, sphs); return scene * .5; } vec3 getNormal (vec3 p) { vec2 e = vec2(0.001,0); float m = 0.; return normalize(vec3(map(p+e.xyy,m)-map(p-e.xyy,m),map(p+e.yxy,m)-map(p-e.yxy,m),map(p+e.yyx,m)-map(p-e.yyx,m))); } 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,-12); vec3 ray = normalize(vec3(uv,1.)); float total = 0.0; float shade = 0.0; float mat = 0.0; const float count = 100.; for (float index = count; index > 0.; --index) { float dist = map(eye+ray*total, mat); if (dist < 0.001) { shade = index/count; break; } total += dist; } vec3 color = vec3(0); vec3 normal = getNormal(eye+ray*total); if (mat == 0.0) { color += .7*vec3(0.1,1.,.2) * clamp(dot(normal, -ray), 0., 1.); color += vec3(0.54,.2,.1) * clamp(dot(normal, vec3(0,-1,0))*.5+.5, 0., 1.); } else if (mat == 1.0) { color += vec3(1.0) * clamp(dot(normal, vec3(0,-1,0))*.5+.5, 0., 1.); } else if (mat == 2.0) { color += vec3(1.,.1,0.) * clamp(dot(normal, vec3(0,-1,0))*.5+.5, 0., 1.); } color *= pow(shade, .2); out_color = vec4(color,1); }