#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 texNogozon; 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 /*vec4 plas( vec2 v, float time ) { float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 ); return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 ); }*/ mat2 rotate (vec2 p, float angle) { float c = cos(angle); float s = sin(angle); return mat2 (c,-s,s,c); } float sphere (vec3 p, float r) {return length(p)-r;} float box (vec3 p, vec3 c) {return length(max(abs(p)-c,0.));} vec2 moda (vec2 p) { float angle = atan(p.y,p.x); float len = length(p.xy); float period = 2.*3.14/5.; angle = mod(angle-period/2., period)/period/2.; return len*vec2(sin(angle),cos(angle)); } float SDF(vec3 p) { float period = 5.; float rad = 1.; vec3 corn = vec3 (0.75); p.xy = moda(p.xy); p = p-sin(fGlobalTime); p.xz = mod(p.xz-period/2.,period)-period/2.; p.xy *= rotate(p.xy, sin(fGlobalTime)); return max(-sphere(p,rad),box(p,corn)); } vec3 normals (vec3 p) { vec2 eps = vec2(0.01,0.); return normalize(vec3 (SDF(p+eps.xyy) - SDF(p-eps.xyy), SDF(p+eps.yxy) - SDF(p-eps.yxy), SDF(p+eps.yyx) - SDF(p-eps.yyx)) ); } float lighting (vec3 norm_p, vec3 l) {return dot(norm_p,l)*0.5+0.5;} 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 pos = vec3(0.001,0.001,-3.); vec3 dir = normalize(vec3(uv,1.-length(uv))); vec3 light = normalize(vec3(0.1,1.,-1.)); vec3 col = vec3(0.); for (int i = 0; i<60; i++) { float d = SDF(pos); if (d<0.01) { vec3 norm = normals(pos); col = vec3 (lighting(norm, light))*vec3(0.9,0.2,0.1)*4.; break; } pos += d*dir; } out_color = vec4(col,1.); }