#version 450 // Sound - Digital Ambience - srtuss - 2014-07-31 // https://www.shadertoy.com/view/MdXXW2 // i tried to rebuild the technique that creates the ambience sounds in my game project. it's based on additive synthesis. go ahead and "listen" to various textures // srtuss, 2014 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; const vec2 madd = vec2(0.5, 0.5); void main() { gl_Position = global.MVP * Position; vTexCoord = gl_Position.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; float iGlobalTime = float(global.FrameCount)*0.025; vec2 iResolution = global.OutputSize.xy; vec2 rotate(vec2 p, float a) { return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a)); } #define ITS 8 vec2 circuit(vec3 p) { p = mod(p, 2.0) - 1.0; float w = 1e38; vec3 cut = vec3(1.0, 0.0, 0.0); vec3 e1 = vec3(-1.0); vec3 e2 = vec3(1.0); float rnd = 0.23; float pos, plane, cur; float fact = 0.9; float j = 0.0; for(int i = 0; i < ITS; i ++) { pos = mix(dot(e1, cut), dot(e2, cut), (rnd - 0.5) * fact + 0.5); plane = dot(p, cut) - pos; if(plane > 0.0) { e1 = mix(e1, vec3(pos), cut); rnd = fract(rnd * 9827.5719); cut = cut.yzx; } else { e2 = mix(e2, vec3(pos), cut); rnd = fract(rnd * 15827.5719); cut = cut.zxy; } j += step(rnd, 0.2); w = min(w, abs(plane)); } return vec2(j / float(ITS - 1), w); } float scene(vec3 p) { vec2 cir = circuit(p); return exp(-100.0 * cir.y) + pow(cir.x * 1.8 * (sin(p.z * 10.0 + iGlobalTime * -5.0 + cir.x * 10.0) * 0.5 + 0.5), 8.0); } float nse(float x) { return fract(sin(x * 297.9712) * 90872.2961); } float nseI(float x) { float fl = floor(x); return mix(nse(fl), nse(fl + 1.0), smoothstep(0.0, 1.0, fract(x))); } float fbm(float x) { return nseI(x) * 0.5 + nseI(x * 2.0) * 0.25 + nseI(x * 4.0) * 0.125; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec2 suv = uv; uv = 2.0 * uv - 1.0; uv.x *= iResolution.x / iResolution.y; vec3 ro = vec3(0.0, iGlobalTime * 0.2, 0.1); vec3 rd = normalize(vec3(uv, 0.9)); ro.xz = rotate(ro.xz, iGlobalTime * 0.1); ro.xy = rotate(ro.xy, 0.2); rd.xz = rotate(rd.xz, iGlobalTime * 0.2); rd.xy = rotate(rd.xy, 0.2); float acc = 0.0; vec3 r = ro + rd * 0.5; for(int i = 0; i < 50; i ++) { acc += scene(r + nse(r.x) * 0.03); r += rd * 0.015; } vec3 col = pow(vec3(acc * 0.04), vec3(0.2, 0.6, 2.0) * 8.0) * 2.0; //col -= exp(length(suv - 0.5) * -2.5 - 0.2); col = clamp(col, vec3(0.0), vec3(1.0)); col *= fbm(iGlobalTime * 6.0) * 2.0; col = pow(col, vec3(1.0 / 2.2)); //col = clamp(col, vec3(0.0), vec3(1.0)); fragColor = vec4(col, 1.0); } void main(void) { //just some shit to wrap shadertoy's stuff vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy; FragmentCoord.y = -FragmentCoord.y; mainImage(FragColor,FragmentCoord); }