#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 bt = texture(texFFTSmoothed, .01)*100.0; float time = fGlobalTime; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything float rbox(vec3 p, vec3 b, float r) { return length(max(abs(p)-b,.0))-r; } 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 dft(vec3 p) { float a=time,cs=cos(a),ss=sin(a); mat3 r0 = mat3(cs,ss,0,-ss,cs,0,0,0,1); a=time,cs=cos(a),ss=sin(a); mat3 r1 = mat3(cs,0,ss,0,1,0,-ss,0,cs); p*=r0*r1; p*=(1.0+bt*.1); vec3 q = p; p.x = abs(p.x)-.6; p.x = abs(p.x)-.6; //return rbox(q,vec3(.5),.1); return min(rbox(p,vec3(.5),.1),rbox(q+vec3(0,1.2,0),vec3(.5),.1)); return length(p)-1.0-bt*.1; } vec3 nft(vec3 p) { vec2 e = vec2(.0,.001); float d= dft(p); return normalize(vec3(d+dft(p+e.yxx), d+dft(p+e.xyx), d+dft(p+e.xxy))); } float dfb(vec3 p) { float d =1000; p.x+=time*16.0; p = mod(p+8.0,vec3(16.0))-8.0; d = min(d, -(length(p)-9.1)); p = mod(p+4.0,vec3(8.0))-4.0; d = max(d, -(length(p)-5.1)+sin(time)*.1); return d; } 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*.6,cs=cos(a),ss=sin(a); mat3 r0 = mat3(cs,ss,0,-ss,cs,0,0,0,1); a=time*.4,cs=cos(a),ss=sin(a); mat3 r1 = mat3(cs,0,ss,0,1,0,-ss,0,cs); vec3 p = vec3(.0,.0,-8.0); vec3 dir = normalize(vec3(uv,1.0)); p*=r0*r1; dir*=r0*r1; float i=0; float td = 0; for (i=0; i<50; i++) { float d = min(dft(p),dfb(p)); td +=d; p+=dir*d; } vec3 l = normalize(vec3(1,2,3)); vec3 col = (vec3(dft(p+l*.1)*2.5+.5)); if (dft(p)>dfb(p)){ col = vec3(i*.04)*.0; col = (vec3(dfb(p+l*.1)*2.5+.5)); col *=4.0; col *= mix(vec3(.3,.4,.9),vec3(.2,.4,.7), (uv.x-.5)*.5); } else { col*=vec3(9.0,3.0,1.0); //col *= bt*vec3(.5,4.0,.5); } col /= td; col += length(col)*.5; col -= length(uv)*.5; float f = texture( texFFTSmoothed, (uv.x-.5)*.5 ).r * 100; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 ); out_color = vec4(col,1.0)+f*.1; }