#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; 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 ); } vec4 f_plane(vec3 pos) { float c = step(abs(pos.x),1.)*.25+.25; c += step(abs(pos.x),sin(sin(pos.z*3.)+sin(pos.z*4.2434))*.1+.2); float u = sin(pos.z*.03+fGlobalTime*.4)+sin(pos.z*.0114)+sin(pos.z*.021341); u = sin(u*10.); pos.y += u*u; float a = texture(texNormal,vec2(pos.z*.01,fGlobalTime*1))*.5-.15; pos.xy *= mat2(cos(a),sin(a),-sin(a),cos(a)); return vec4(vec3(c), max(abs(pos.y),abs(pos.x)-1.)); } vec4 f_obj1(vec3 pos) { float z = floor(pos.z); pos.z = fract(pos.z+.5)-.5; float t = fGlobalTime+sin(sin(z)*131.+fGlobalTime)*3.; pos -= vec3(sin(t),cos(t),0)*2.; return vec4(abs(vec3(cos(z),cos(z+2.),cos(z-2.))),length(pos)-texture(texFFTSmoothed,pos.z*.002)*10.); } vec4 f_obj2(vec3 pos) { pos.z += .5; float z = floor(pos.z); pos.z = fract(pos.z*.5+.5)*2.-.5; pos.y -= sin(pos.x)*texture(texFFT,pos.z)+pow(abs(sin(pos.x+z+fGlobalTime*10.)+sin(pos.x+z*1.131)),5.)*.1+3.; float t = fGlobalTime+sin(sin(z)*131.+fGlobalTime)*3.; pos -= vec3(sin(t),cos(t),0)*2.; return vec4(abs(vec3(cos(z),cos(z+2.),cos(z-2.))),length(pos.yz)-.01); } vec4 m(vec4 c) { return vec4(c.xyz,1)/(c.w+.001); } 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(0,1,(fGlobalTime)*5.); vec3 dir = normalize(vec3(uv,1)); vec4 v_plane, v_obj1, v_obj2; vec4 sum1 = vec4(0); for (int i = 0; i < 100; i++) { v_plane = f_plane(pos); v_obj1 = f_obj1(pos); v_obj2 = f_obj2(pos); float f = .5; f = min(f,v_plane.w); f = min(f,v_obj1.w); f = min(f,v_obj2.w); sum1 += v_obj1/(v_obj1.w+.1); pos += dir*f; } vec4 sum = m(v_plane); sum += m(v_obj1); sum += m(v_obj2); sum += vec4(texture(texMono,gl_FragCoord.xy/v2Resolution.xy).xyz*texture(texFFT,0).x*2.,1.)*10.; out_color = vec4(sum.xyz/sum.w+sum1.xyz*.01,1.); }