#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 texParty; uniform sampler2D texTex1; uniform sampler2D texTex2; uniform sampler2D texTex3; uniform sampler2D texTex4; uniform sampler2D texUm; 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 ); } vec4 mat(vec3 p){ return vec4(1); } //vec3 normal(vec3 p ){} float sphere(vec3 p , float l){ return length(p)-l; } float scene(vec3 p){ float c = 1; return sphere(mod(p,c) - (c/2),.1); } vec4 trace(vec3 ro, vec3 rd){ float d = 0; vec3 p = ro; for (int i = 0; i < 32; i++){ d = scene(p); p += d * rd; if (d < 0.01){ return mat(p); } } return vec4(0); } 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); float FOV = 1; vec3 ro = vec3(sin(fGlobalTime),0,fGlobalTime); vec3 lookat = vec3(0,0,fGlobalTime + 100); vec3 forward = normalize(lookat - ro); vec3 right = normalize(vec3(forward.z,0,forward.y)); vec3 up = normalize(cross(right,forward)); //vec3 rd = normalize(forward* uv.x + FOV + right *uv.y *FOV *up); // vec3 rd = normalize(right + FOV * uv.x + forward * FOV *uv.y *up); vec3 rd = normalize(right+FOV *uv.x *forward+FOV * uv.y *up); 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( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 ); out_color = (f + t) * trace(ro,rd); }