#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 texHello; uniform sampler2D texMono; uniform sampler2D texNoise; uniform sampler2D texNormal; uniform sampler2D texPaper; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything float beat = texture(texFFTSmoothed, .01).x*16.0; float t = fGlobalTime; 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 ); } void rot(inout vec2 p, float r){ p*=mat2(cos(r),sin(r),-sin(r),cos(r)); } float df(vec3 p){ vec3 p2=p; rot(p.xz,t); float spheres = length(p+sin(p*16.0)*.3*(sin(t)*.5+.5)+sin(p*4.0+vec3(0,t*4.0,0)))-1.0 - beat*.5; p=p2+2.0; rot(p.xy,t); p+=vec3(sin(t)*.5,cos(t)*.5,t*8.0); p=mod(p+2.0,4.0)-2.0; float cr = .1+beat*.1; float cage = length(p.xz)-cr; cage=min(cage,length(p.yz)-cr); cage=min(cage,length(p.yx)-cr); return min(cage,spheres); } vec3 nf(vec3 p){ vec2 e = vec2(.001, .0); float c = df(p); return normalize(vec3(c-df(p+e.xyy),c-df(p+e.yxy),c-df(p+e.yyx))); } 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; vec3 p = vec3(.0,.0,-4.); vec3 dir = normalize(vec3(uv.xy,length(uv)*.1+0.5+beat*.1)); // rot(dir.xz,t); float dist; float td = .0; for (int i=0; i<40; i++){ dist = df(p)*.3; p+=dir*dist; td+=dist; if (dist<.01) break; } float f = texture( texFFT, d ).r * 100; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; float q = texture(texFFTSmoothed,uv.x*uv.x*.2).x*90.0; q=min(q,1.0); float fresnel = 1.-dot(dir,nf(p)); vec3 light = normalize(vec3(.1,.2,.3)); float diffuse = dot(nf(p),light); vec3 mate = vec3(.9,.5,.2); vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 ); if (dist<1.01){ vec3 c = nf(p)*.5+.5; c = vec3(fresnel*2.0); c += diffuse*mate; c.x+=c.y*c.y; c+=mix(vec3(.4,.3,.2),vec3(.1,.2,.5),uv.y)*4.0; c/=1.0+length(uv); c+=(f+t+beat).xyz*.1; out_color = vec4(pow(c/(1.0+td*2.0),vec3(1.0/1.8)),1.)*q; } else out_color = f + t + beat;; }