#version 430 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 sampler2D texBricks; uniform sampler2D texGrunge; uniform sampler2D texMono; uniform sampler2D texNoise; uniform sampler2D texNormal; uniform sampler2D texPaper; uniform sampler2D texPooBrain; float time = fGlobalTime; 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 ); } float df ( vec3 p) { p+=0.5; float a=time*.3,cs=cos(a),ss=sin(a); mat3 r = mat3(cs,0,ss,0,1,0,-ss,0,cs); a=time*.4,cs=cos(a),ss=sin(a); mat3 r2 = mat3(cs,ss,0, -ss,cs,0 ,0,0,1); float e = .5; p = abs(p*r*r2)-.5-sin(time)*.005;; p = abs(p*r*r2)-.25-sin(time)*.005; p = abs(p*r*r2)-.125-sin(time)*.005; p = abs(p*r*r2)-.06125-sin(time)*.005; p = abs(p*r*r2)-.0025-sin(time)*.005; p = abs(p*r*r2)-.00025-sin(time)*.005; return mix(length(p)-.02,max(p.x,max(p.y,p.z))-.02, sin(time)*.5+.5 ); } vec3 nf (vec3 p) { vec2 e = vec2(.0,.001); float c = df(p); return normalize( vec3(df(p+e.yxx), df(p+e.xyx), df(p+e.xxy)) ); } 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); vec2 m; m.x = atan(uv.x / uv.y) / 3.14; m.y = 1 / length(uv) * .2; float d = m.y; float a=time*.2,cs=cos(a),ss=sin(a); mat3 r = mat3(cs,0,ss,0,1,0,-ss,0,cs); a=time*.37,cs=cos(a),ss=sin(a); mat3 r2 = mat3(cs,ss,0, -ss,cs,0 ,0,0,1); float zoom = sin(time*2.1)*.3+.5; float distr = texture(texFFTSmoothed, pow(uv.y-.5,2.0))*44.0*(sin(time)*.5+.5); vec3 p = vec3(.0,.0,-4.0+sin(time*.8)*0.5); vec3 dir = normalize(vec3(uv*zoom,distr+1.0-length(uv))); p*=r*r2; dir*=r*r2; for (int i=0; i<40; i++) { float d = df(p); p += d*dir; } vec3 l = normalize(vec3(.1,.2,.3)); vec3 c = nf(p)/(1.0+df(p)); c=vec3(.5+df(p-l*.01)*.5+df(p-l)*.5+df(p-l*2.0)*.25); c*= dot(nf(p),-l)*.5+.8; float f = texture( texFFT, d ).r * 100; float beat = texture(texFFTSmoothed,.1)*129.0; c = min(vec3(1.0),c); c-=texture(texFFTSmoothed,pow(uv.y*.5,2.0)*2.0-1.0).xxx*uv.x*2.0; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; c -= length(uv); c += mix(vec3(.1,.4,.9), vec3(.9,.7,.2), (uv.y+.5)); //c -= .1; vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 ); out_color = vec4(c,1.0)*beat + t*.05;; }