#version 410 core uniform float fGlobalTime; // in seconds #define iTime fGlobalTime uniform vec2 v2Resolution; // viewport resolution (in pixels) uniform float fFrameTime; // duration of the last frame, in seconds 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 texPreviousFrame; // screenshot of the previous frame uniform sampler2D texChecker; uniform sampler2D texNoise; uniform sampler2D texTex1; uniform sampler2D texTex2; uniform sampler2D texTex3; uniform sampler2D texTex4; uniform sampler2D texTex5; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything #define pmod(p,a) mod(p ,a) - 0.5*a #define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) float nois(vec3 _p){ vec4 p = vec4(_p,1 + iTime); float n = 0.; float amp = 1.; for(int i = 0; i < 5; i++){ p.xz *= rot(0.5); p.wz *= rot(0.5); p.yz *= rot(0.5); n += dot(sin(p),cos(p))*amp; amp *= 0.7; p *= 1.5; } return n; } float N = 0.; vec3 pal(float m){return pow(0.5 + 0.5*sin(m + vec3(-0.5,-0.,0.5)),vec3(0.2));} float map(vec3 p){ N = nois(p*4.)*0.1; float d = 10e5; for(float i = 0.; i < 5.; i++){ p.xz *= rot(0.4 + (iTime + sin(iTime + i*11.5))*0.2); p.yz *= rot(0.4 + (iTime + sin(iTime + i))*0.2); d = min(d, length(p.xz) - 0.04 - N*0.5); } return d; } float sdBox(vec2 p, vec2 s){p = abs(p) -s; return max(p.x,p.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); vec3 col = vec3(1); float pxsz = fwidth(uv.x); { vec3 c = vec3(0.6,0.2,0.7) + sin(uv.xyx*20.)*0.3; float md = 0.1; vec2 p = uv; p.x += (sin(iTime) + iTime+ cos(iTime*1.5))*0.2; vec2 id = floor(p/md); float m = (sin(id.x + iTime + cos(id.y)*3.)); c = pal(uv.x + id.x); p = pmod(p,md); p *= rot(m + iTime); float d = abs(p.x); d = min(d,abs(p.y)); d = max(d,abs(length(p)- m*md*0.5) - 0.01); col = mix(col,c,smoothstep(pxsz,0.,d - 0.003)); } { vec3 c = vec3(0.6,0.2,0.7) + sin(uv.xyx*20.)*0.3; float md = 0.2; vec2 p = uv; p += 0.05; p.x += (sin(iTime) + iTime+ cos(iTime*1.5))*0.1; vec2 id = floor(p/md); float m = (sin(id.x + iTime + cos(id.y)*3.)); c = pal(uv.x + id.x); p = pmod(p,md); //p *= rot(m + iTime); float d = abs(p.x); d = min(d,abs(p.y)); //d = max(d,abs(length(p)- m*md*0.5) - 0.01); col = mix(col,c,smoothstep(pxsz,0.,d - 0.0001)); } { vec3 p = vec3(0,0,-2); vec3 rd = normalize(vec3(uv,1)); bool hit = false; float t= 0.; for(int i = 0; i < 60; i++){ float d = map(p); if(d < 0.01){ hit = true; break; } p += rd*d; } if(hit){ //col = 1.-col; col = vec3(1); col = mix(col,pow(pal(p.x + p.y + sin(p.x)),vec3(2.)),nois(p*4.)*0.6); } } #define xor(a,b,c) min(max(a + c,-(b)),max(b,-(a))) { vec2 p = uv; float d = 10e5; for(int i = 0; i < 5; i++){ float m = sin(iTime+i + cos(iTime+i)); vec2 q = p + vec2(m,0.)*0.2; d = xor(d,abs(length(q) - length(sin(iTime+m))*0.2 ) - 0.01*m,-0.01); } col = mix(col,1.2-col,smoothstep(pxsz,0.,d)); } { vec2 p = uv; p.y = abs(p.y) - 0.45; float id = floor(p.x/0.1+ iTime*4. + cos(iTime+ sign(uv.y)*2. - 1) + sign(uv.y)*2. - 1); float d = abs(p.t) - 0.1; col = mix(col,1.2-col*pal(id),smoothstep(pxsz,0.,d)); col = mix(col,1.2-col*pal(id*2.),smoothstep(pxsz,0.,abs(d) - 0.02)); } { vec2 p = uv; //p.y = abs(p.x) - 0.45; float d = abs(p.x - 0.6) - 0.1; d = sdBox(p.x - vec2(0.5,0.),vec2(0.1,0.3)); col = mix(col,1.-col*(0.6 + 0.5*pal(uv.y*4.)),smoothstep(pxsz,0.,d)); //col = mix(col,1.2-col*pal(id*2.),smoothstep(pxsz,0.,abs(d) - 0.02)); } //col = 1. - col; col = pow(col,vec3(0.4545)); out_color = vec4(col,1); }