#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 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 + tan( v.x * 10.0 ) + tan( 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 scene (vec3 p ){ float c = 2; p = mod(p , c) - (c * 0.5); float s = length(p) - texture(texFFTIntegrated, p.x).x; float g = p.y + sin(p.y * 4); return min(s,g); } vec4 trace(vec3 ro, vec3 dir ){ float d = 0; vec3 p = ro; float td = 0; for (int i = 0 ; i < 8 ; i++){ d = scene(p); p = p + dir * d; if (d < 0.004){ return vec4(td/10); } 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); uv.x = uv.x/uv.y - texture(texFFTIntegrated, uv.x).x; vec3 co = vec3(0, sin(fGlobalTime),-1); vec3 ro = vec3(uv, 0); vec3 dir = ro + co; vec4 tr = trace(ro,dir); 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 = t+d + tr; }