#version 330 // this shader was stolen from shadertoy user ChunderFPV #define SCALE 8.0 #define PI radians(180.0) #define TAU (PI * 2.0) #define CS(a) vec2(cos(a), sin(a)) #define PT(u, r) smoothstep(0.0, r, r - length(u)) in vec2 fragCoord; out vec4 fragColor; uniform float bars[512]; uniform int bars_count; // number of bars (left + right) (configurable) uniform float shader_time; // shader execution time s uniform int bar_width; // bar width (configurable), not used here uniform int bar_spacing; // space bewteen bars (configurable) uniform vec3 u_resolution; // window resolution // colors, configurable in cava config file (r,g,b) (0.0 - 1.0) uniform vec3 bg_color; // background color uniform vec3 fg_color; // foreground color uniform int gradient_count; uniform vec3 gradient_colors[8]; // gradient colors // gradient map ( color, equation, time, width, shadow, reciprocal ) vec3 gm(vec3 c, float n, float t, float w, float d, bool i) { float g = min(abs(n), 1.0 / abs(n)); float s = abs(sin(n * PI - t)); if (i) s = min(s, abs(sin(PI / n + t))); return (1.0 - pow(abs(s), w)) * c * pow(g, d) * 6.0; } // denominator spiral, use 1/n for numerator // ( screen xy, spiral exponent, decimal, line width, hardness, rotation ) float ds(vec2 u, float e, float n, float w, float h, float ro) { float ur = length(u); // unit radius float sr = pow(ur, e); // spiral radius float a = round(sr) * n * TAU; // arc vec2 xy = CS(a + ro) * ur; // xy coords float l = PT(u - xy, w); // line float s = mod(sr + 0.5, 1.0); // gradient smooth s = min(s, 1.0 - s); // darken filter return l * s * h; } void main() { float t = shader_time / PI * 2.0; vec4 m = vec4(0, 0, 0, 0); // iMouse; m.xy = m.xy * 2.0 / u_resolution.xy - 1.0; // ±1x, ±1y if (m.z > 0.0) t += m.y * SCALE; // move time with mouse y float z = (m.z > 0.0) ? pow(1.0 - abs(m.y), sign(m.y)) : 1.0; // zoom (+) float e = (m.z > 0.0) ? pow(1.0 - abs(m.x), -sign(m.x)) : 1.0; // screen exponent (+) float se = (m.z > 0.0) ? e * -sign(m.y) : 1.0; // spiral exponent vec3 bg = vec3(0); // black background float aa = 3.0; // anti-aliasing for (float j = 0.0; j < aa; j++) for (float k = 0.0; k < aa; k++) { vec3 c = vec3(0); vec2 o = vec2(j, k) / aa; vec2 uv = (fragCoord * u_resolution.xy - 0.5 * u_resolution.xy + o) / u_resolution.y * SCALE * z; // apply cartesian, scale and zoom if (m.z > 0.0) uv = exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponent float px = length(fwidth(uv)); // pixel width float x = uv.x; // every pixel on x float y = uv.y; // every pixel on y float l = length(uv); // hypot of xy: sqrt(x*x+y*y) float mc = (x * x + y * y - 1.0) / y; // metallic circle at xy float g = min(abs(mc), 1.0 / abs(mc)); // gradient vec3 gold = vec3(1.0, 0.6, 0.0) * g * l; vec3 blue = vec3(0.3, 0.5, 0.9) * (1.0 - g); vec3 rgb = max(gold, blue); float w = 0.1; // line width float d = 0.4; // shadow depth c = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallic c = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d, false)); // tangent c = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d, false)); // sqrt cotangent c = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d, true)); // sqrt circles c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1a c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1b c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2a c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2b c = max(c, 0.0); // clear negative color c += pow(max(1.0 - l, 0.0), 3.0 / z); // center glow if (m.z > 0.0) // display grid on click { vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy grid c.gb += 0.2 * (1.0 - min(min(xyg.x, xyg.y), 1.0)); } bg += c; } bg /= aa * aa; bg *= sqrt(bg) * 1.5; fragColor = vec4(bg, 1.0); }