#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 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 sphere(vec3 p) { float foo = length(p) - 0.5f; float f = sin(fGlobalTime) * 2.f; float d = sin(p.x * f) * sin(p.y * f) * sin(p.z * f); return foo + d; } vec3 calcNormal(in vec3 p) { vec3 norm; vec3 esp = vec3(0.1f, 0, 0); norm.x = sphere(p + esp.xyz) - sphere(p - esp.xyz); norm.y = sphere(p + esp.yxz) - sphere(p - esp.yxz); norm.z = sphere(p + esp.zzx) - sphere(p - esp.zzx); return normalize(norm); } 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 rayO = vec3(0,0,1.0); vec3 rayD = vec3(uv, -1.0); float to = 0; vec4 color = vec4(0,0,0,1); for(int i = 0;i < 32;++i) { vec3 p =rayO + rayD*to; float d = sphere(p); if(d < 0.01f) { vec3 normal = calcNormal(p); vec2 texCoord = vec2(asin(normal.x) * 0.5 + 0.5, 1 - (asin(normal.y) * 0.5 + 0.5)); texCoord.x += fGlobalTime; color = dot(normal, vec3(0.33)) * texture2D(texHello, texCoord); } to += d; } out_color = color + 0.5*texture2D(texGrunge, uv + vec2(fGlobalTime, fGlobalTime*0.5)); }