#version 430 core /////////////////////////////////////////////////////////////////////////////// // shader inputs/outputs /////////////////////////////////////////////////////////////////////////////// uniform float iGlobalTime; // in seconds uniform vec2 iResolution; // viewport resolution (in pixels) (1080p or 720p) // all samplers have linear filtering applied, wraping set to repeat // uniform sampler1D iFFTTexture; // 1024 uniform float iFFT[8]; // latest frame uniform float iFFTs[8]; // smoothed latest frame uniform sampler2D iFFTsHistory; // smoothed fft history, 8x1024, x coord = bin, y coord n-frames earlier, y=0 is latest frame // predefined textures // uniform sampler2D iTex1; // generic textures uniform sampler2D iTex2; uniform sampler2D iTex3; uniform sampler2D iTex4; uniform sampler2D iTex5; uniform sampler2D iTex6; // noise uniform sampler2D iTex7; // moqui uniform sampler2D iTex8; // okkie uniform sampler2D iNoise; // perlin noise uniform sampler2D iChecker; // checker pattern // out_color must be written in order to see anything // layout(location = 0) out vec4 out_color; /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// float df(vec3 p) { p = mod(p+4.0,8.0)-4.0; p += sin(p*(4.0+iFFT[5]*1.0)) + sin(p*16*4.0)*.0; return (length(p)-5.0 + iFFT[0] + sin(iFFT[1])*.5)*.2 ; } vec3 nf(vec3 p) { vec2 e= vec2(.001,.0); vec3 n = normalize(vec3(df(p)-df(p+e.xyy),df(p)-df(p+e.yxy),df(p)-df(p+e.yyx))); return normalize(n+sin(p*100.0)*.2); } void main(void) { float amp = iFFT[0]; vec2 uv = vec2( gl_FragCoord.xy ) / iResolution * vec2(1,-1); float f = texture( iFFTTexture, pow(uv.x*.8*(amp+.2)+.2,4.0) ).r * 1; f -= uv.y+.5; f = 0.05/(.05+abs(f)); //vec4 t = texture( iTex7, uv.xy*(1.0+amp) )*amp*.5; vec3 bgcol = vec3(iFFT[0],iFFT[2],iFFT[6]); bgcol = normalize(bgcol); float t = iGlobalTime; mat3 rot = mat3( sin(t), .0, cos(t), .0,1.,.0,-cos(t),.0,sin(t)); vec3 pos = vec3(2.0 +sin(iGlobalTime),2.0 +sin(iGlobalTime*4.0),-4.0); vec2 uv2 = uv -vec2 (.5,-.5); vec3 dir = vec3(uv2,1.0 - length(uv2*vec2(.6,.9))*2.0); dir.x*=1.5; dir = normalize(dir); pos *= rot; dir *= rot; pos.z+=iGlobalTime*2.0+iFFT[0]*4.0; float td = .0; for (int i=0 ;i<200; i++) { float dd = df(pos); pos += dir*dd; td += dd; } vec3 color = f*bgcol*.3 + dot(nf(pos),normalize(vec3(sin(iGlobalTime),sin(iGlobalTime*3.2),.2)))*.2*bgcol.zyx+.2 + pow(1.0-dot(dir,nf(pos)),4.0)*.5; color = min(vec3(1.0),color); color = mix(f*bgcol,color,1.0/(1.0+td*.001)); color += length(color); color -= length(uv)*.56; out_color = vec4(color,1.); }