#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;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
float beat = texture(texFFTSmoothed, .01).x*16.0;
float t = fGlobalTime;
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 );
}
void rot(inout vec2 p, float r){
p*=mat2(cos(r),sin(r),-sin(r),cos(r));
}
float df(vec3 p){
vec3 p2=p;
rot(p.xz,t);
float spheres = length(p+sin(p*16.0)*.3*(sin(t)*.5+.5)+sin(p*4.0+vec3(0,t*4.0,0)))-1.0 - beat*.5;
p=p2+2.0;
rot(p.xy,t);
p+=vec3(sin(t)*.5,cos(t)*.5,t*8.0);
p=mod(p+2.0,4.0)-2.0;
float cr = .1+beat*.1;
float cage = length(p.xz)-cr;
cage=min(cage,length(p.yz)-cr);
cage=min(cage,length(p.yx)-cr);
return min(cage,spheres);
}
vec3 nf(vec3 p){
vec2 e = vec2(.001, .0);
float c = df(p);
return normalize(vec3(c-df(p+e.xyy),c-df(p+e.yxy),c-df(p+e.yyx)));
}
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);
vec2 m;
m.x = atan(uv.x / uv.y) / 3.14;
m.y = 1 / length(uv) * .2;
float d = m.y;
vec3 p = vec3(.0,.0,-4.);
vec3 dir = normalize(vec3(uv.xy,length(uv)*.1+0.5+beat*.1));
// rot(dir.xz,t);
float dist;
float td = .0;
for (int i=0; i<40; i++){
dist = df(p)*.3;
p+=dir*dist;
td+=dist;
if (dist<.01) break;
}
float f = texture( texFFT, d ).r * 100;
m.x += sin( fGlobalTime ) * 0.1;
m.y += fGlobalTime * 0.25;
float q = texture(texFFTSmoothed,uv.x*uv.x*.2).x*90.0;
q=min(q,1.0);
float fresnel = 1.-dot(dir,nf(p));
vec3 light = normalize(vec3(.1,.2,.3));
float diffuse = dot(nf(p),light);
vec3 mate = vec3(.9,.5,.2);
vec4 t = plas( m * 3.14, fGlobalTime ) / d;
t = clamp( t, 0.0, 1.0 );
if (dist<1.01){
vec3 c = nf(p)*.5+.5;
c = vec3(fresnel*2.0);
c += diffuse*mate;
c.x+=c.y*c.y;
c+=mix(vec3(.4,.3,.2),vec3(.1,.2,.5),uv.y)*4.0;
c/=1.0+length(uv);
c+=(f+t+beat).xyz*.1;
out_color = vec4(pow(c/(1.0+td*2.0),vec3(1.0/1.8)),1.)*q;
}
else
out_color = f + t + beat;;
}