#version 410 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 sampler1D texFFTIntegrated; // this is continually increasing uniform sampler2D texChecker; uniform sampler2D texNoise; uniform sampler2D texTex1; uniform sampler2D texTex2; uniform sampler2D texTex3; uniform sampler2D texTex4; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything float n(float x) { return texture(texFFT, x).x; } float ns(float x) { return texture(texFFTSmoothed, x).x; } float smin(float a, float b, float k) { float h = max(k - abs(a-b), 0.) / k; return min(a, b) - (h * h * k / 4); } mat2 rot(float a) { float c = cos(a); float s = sin(a); return mat2(c, s, -s, c); } float sdSphere (vec3 p, vec3 pos, float r) { return length(p + pos) - r; } float sdBox(vec3 p, vec3 pos, vec3 b) { vec3 q = abs(p + pos) - b; return length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0); } float sdTwist(vec3 p, vec3 pos) { p += pos; p.xz *= rot(p.y + fGlobalTime * 5); //p.x += sin(p.y / 10 + fGlobalTime) / 2; return sdBox(p, vec3(0,0,0), vec3(0.4, 999, 0.4)) - ns(0.4) * 50 * sin(p.z); } float sdTwists(vec3 p, vec3 pos) { p += pos; p.yz *= rot(3.1415 / 2); p.xz *= rot(p.y / 10); float d = 999; d = min(d, sdTwist(p, vec3(0,0,4 + sin (p.y / 2) * 0.5 ))); d = min(d, sdTwist(p, vec3(0,0,-4 + sin (p.y / 2) * 0.5))); d = min(d, sdTwist(p, vec3(4 + sin (p.y / 2) * 0.5,0,0))); d = min(d, sdTwist(p, vec3(-4 + sin (p.y / 2) * 0.5,0,0))); return d; } float sdBlob (vec3 p, vec3 pos) { int scount = 8; float d = 999; for (int i = 0; i < scount; i++) { d = smin(d, sdSphere(p, pos + vec3(sin(i + fGlobalTime * 1.7),cos(i + fGlobalTime * 2.1),sin(i + fGlobalTime) / 2), 0.01), 0.5); } return d; } vec2 map(vec3 p) { float blob = sdBlob(p, vec3(sin(fGlobalTime) * 0.1, cos(fGlobalTime) * 0.1, sin(fGlobalTime) + 1)); float tun = sdTwists(p, vec3(0, 0, 20)); if (blob < tun) { return vec2(blob,0); } else { return vec2(tun,1); } } vec3 norm (vec3 p) { const float E = 0.01; const vec2 k = vec2(1, -1); return normalize( k.xyy * map( p + k.xyy * E).x + k.yyx * map( p + k.yyx * E).x + k.yxy * map( p + k.yxy * E).x + k.xxx * map( p + k.xxx * E).x ); } vec3 bg(vec2 uv) { float ldiv = 6; float gain = 15; float sinmul = 5; float xmul = 0.01; float ymul = 0.02; float diff = 0.5; vec3 col = vec3(0.6, 0.4, 0.5); float cols = 6; vec3 bgc = col * cols * vec3( ns(length(uv / ldiv) + sin(uv.x * sinmul + fGlobalTime) * xmul + sin(uv.y * sinmul + fGlobalTime) * ymul), ns(length(uv / ldiv) + sin(uv.x * (sinmul - diff) + fGlobalTime) * xmul + sin(uv.y * (sinmul - diff) + fGlobalTime) * ymul), ns(length(uv / ldiv) + sin(uv.x * (sinmul - diff * 2) + fGlobalTime) * xmul + sin(uv.y * (sinmul - diff * 2) + fGlobalTime) * ymul) ); return mix(vec3(0), bgc, length(uv * gain)); } vec3 blobSub(vec3 p, vec3 n, float d, float td, vec2 uv) { return vec3(0.3, 0.3, 0.9) * exp(-abs(d)) * 0.04 * (0.4 + ns(0) * 10); } vec3 blobSurf(vec3 p, vec3 n, float d, float td, vec2 uv) { return n * 0.05; } vec3 fog(vec3 c, vec3 fc, float d, float md) { return mix(c, fc, min(md / d, 0)); } vec3 dirlight(vec3 n, vec3 lc, vec3 ld) { return lc * dot(ld, n); } vec3 tunCol(vec3 p, vec3 n, float d, float td, vec2 uv) { vec3 c = vec3(1) * 0.2 + bg(n.xy / 2) * 1.4 + dirlight(n, vec3(1,0,0), vec3(1, 1, 0)) * 0.5 + + dirlight(n, vec3(1,1,0), vec3(-1, 1, 0)) * 0.5; return fog(c, bg(uv), td, 50); } vec3 tr(vec3 ro, vec3 rd, vec2 uv) { float td = 1; vec2 h; vec3 blobc = vec3(0); vec3 blobglo = vec3(0); for (int i = 0; i < 150; i++) { h = map(ro + rd * td); if (h.x < 1 && h.x > 0) { if (h.y == 0) { blobglo += vec3(0.7, 0.2, 0.6) * 0.02; } } if (h.x > 0.01) { td += h.x; } else { td += 0.01; } if (h.x < 0.01) { vec3 ip = ro + rd * td; vec3 inorm = norm(ip); if (h.x > 0 && h.y == 0) { blobc += blobSurf(ip, inorm, h.x, td, uv); } if (h.y == 0) { blobc += blobSub(ip, inorm, h.x, td, uv); } else { return tunCol(ip, inorm, h.x, td, uv); } } } return bg(uv) + blobc + blobglo; } 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 ro = vec3(0,0,2); vec3 rd = normalize(vec3(uv, 0) - ro); out_color = vec4(tr(ro, rd, uv), 1); }