#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 vec3 rotx(vec3 p, float a) { mat3 m = mat3(1., 0., 0., 0., cos(a), -sin(a), 0., sin(a), cos(a)); return m*p; } vec3 rotz(vec3 p, float a) { mat3 m = mat3(cos(a), -sin(a), 0., sin(a), cos(a), 0., 0., 0., 1.); return m*p; } float a(vec3 p) { float t = texture(texFFT, .007).x*2.; vec3 q = mod(p, vec3(5.))-.5*vec3(5.); q = rotz(rotx(q, fGlobalTime), fGlobalTime); return length(max(abs(q)-vec3(1.+t), vec3(0.))); } float b(vec3 p) { return length(p)-5.; } vec3 gn(vec3 p) { vec2 e = vec2(.002, 0.); return normalize(vec3(b(p+e.xyy)-b(p-e.xyy), b(p+e.yxy)-b(p-e.yxy), b(p+e.yyx)-b(p-e.yyx))); } vec3 ga(vec3 p) { vec2 e = vec2(.02, 0.); return normalize(vec3(a(p+e.xyy)-a(p-e.xyy), a(p+e.yxy)-a(p-e.yxy), a(p+e.yyx)-a(p-e.yyx))); } void main(void) { vec2 uv = (-1.+2.*gl_FragCoord.xy/v2Resolution)*vec2(v2Resolution.x/v2Resolution.y, 1.); vec3 co; vec3 rd = normalize(vec3(uv, 1.)); vec3 o = vec3(5., 5., 5.); vec3 p = o; float dr = 0.; for(int i = 0; i < 64; ++i) { float d = a(p); p += d*rd; ++dr; if(d< .001) break; } vec3 n = ga(p); dr /= 63.; co = max(dot(n, normalize(o-p)), 0.)*vec3(1., .6, .7); co = mix(co, vec3(.7, .8, .9), min(distance(p, o)*.01, 1.)); co += vec3(1., .9, .3)*dr; vec3 ref = reflect(rd, n); vec3 pref = p+ref*50.; for(int i = 0; i < 64; ++i) { float d = a(p); pref += d*ref; if(d< .001) break; } n = ga(pref); vec3 coref = max(dot(n, normalize(o-pref)), 0.)*vec3(.7, .6, 1.); coref = mix(co, vec3(.7, .8, .9), min(distance(pref, o)*.01, 1.)); co = mix(co, coref, .5); out_color = vec4(co, 1.); }