#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; float time; 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 ); } #define R(v,a) (v.xy * cos(a) + v.yx * vec2(-sin(a), sin(a))) float torus(vec3 p, vec2 r) { vec2 c =vec2(length(p.xy)-r.x,p.z); return length(c) - r.y; } float max3(vec3 m) { return max(m.x, max(m.y, m.z)); } float cube(vec3 p, vec3 d) { vec3 x = abs(p) - d; return length(max(x,0)) + max3(min(x,0)); } float f(vec3 p) { p -= vec3(0,0,10); vec3 q = p; //q.xy = cos(time) * q.xy + vec2(-sin(time), sin(time))*q.yx; //q.xz = cos(time) * q.xz + vec2(-sin(time), sin(time))*q.yz; q.xy = R(q.xy,time); q.xz = R(q.xz,time); return min(torus(q, vec2(3,.7)),cube(q,vec3(.5))-.3); } vec4 colormap(vec3 n) { float m = max3(n); n.xy = R(n.xy, 314159/4); float l = max3(n); return vec4(m, m*l, l,1); } 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); time = fGlobalTime; if(mod(time, 5) < 2.5) { time += uv.y + uv.y - mod(uv.y, 0.1) -mod(uv.x, 0.2);; } else { time += uv.x+uv.y - mod(uv.x + uv.y, .2); } { vec2 m; m.x = atan(uv.x / uv.y) / 3.14; m.y = 1 / length(uv) * .2; float d = m.y; float f = texture( texFFT, d ).r * 100; m.x += sin( time ) * 0.1; m.y += time * 0.25; vec4 t = plas( m * 3.14, time ) / d; t = clamp( t, 0.0, 1.0 ); out_color = t; } float t = 0; float tmax=100; float epsilon=0.0001; float r; vec3 p = vec3(0); vec3 d = vec3(uv.xy, 1); for(int i=0; i< 128 && t