mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
synced 2025-02-01 18:39:35 +01:00
128 lines
3.3 KiB
Plaintext
128 lines
3.3 KiB
Plaintext
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#version 410 core
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uniform float fGlobalTime; // in seconds
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uniform vec2 v2Resolution; // viewport resolution (in pixels)
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uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
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uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
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uniform sampler1D texFFTIntegrated; // this is continually increasing
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uniform sampler2D texChecker;
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uniform sampler2D texNoise;
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uniform sampler2D texTex1;
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uniform sampler2D texTex2;
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uniform sampler2D texTex3;
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uniform sampler2D texTex4;
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layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
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vec4 plas( vec2 v, float time )
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{
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float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
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}
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#define PI 3.14159
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#define TAU (2.*PI)
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#define repeat(p,c) (mod(p+c/2.,c)-c/2.)
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#define time fGlobalTime
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mat2 rot (float t) {
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float c = cos(t), s = sin(t);
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return mat2(c,s,-s,c);
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}
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void amod (inout vec2 p, float c) {
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float an = TAU / c;
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float a = atan(p.y,p.x)+c/2.;
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a = mod(a, an)-an/2.;
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p = vec2(cos(a),sin(a)) * length(p);
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}
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float box ( vec3 p , vec3 r) {
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vec3 d = abs(p)-r;
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return max(d.x,max(d.y,d.z));
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}
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float map (vec3 pos) {
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float scene = 10.;
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const float count = 5.;
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for (float i = count; i >= 0.; --i) {
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float r = i / count;
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r = r * r;
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vec3 p = pos;
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p = abs(p)-1.*r;
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p.xz *= rot(r* time);
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p.yz *= rot(r*time * .5);
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float a = atan(p.x,p.z);
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amod(p.xz, 5.);
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p.x = repeat(p.x - time, 2. * r);
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//p.x -= 1. + sin(a * 4. + time) * .25;
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scene = min(scene, length(p)-.2*r);
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scene = min(scene, length(p.yz)-.01*r);
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}
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vec3 p = pos;
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float d = length(p) * .5;
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p.xz *= rot(time+d);
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p.yz *= rot(time*.6+d);
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p.yx *= rot(time*.3+d);
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float scale = .4 + sin(time * 5.) * .2;
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scene = min(scene, box(p, scale*vec3(1.)));
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scene = max(scene, -box(p, scale*vec3(.9,10.,.9)));
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scene = max(scene, -box(p, scale*vec3(10.,.9,.9)));
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scene = max(scene, -box(p, scale*vec3(.9,.9,10.)));
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//p.yz *= rot(p.x + time);
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vec3 pp = p;
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p.x = repeat(p.x + time, .2);
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d *= .05;
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scene = min(scene, box(p, vec3(.025+d)));
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p = pp;
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p.y = repeat(p.y + time, .2);
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scene = min(scene, box(p, vec3(.025+d)));
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p = pp;
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p.z = repeat(p.z + time, .2);
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scene = min(scene, box(p, vec3(.025+d)));
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return scene;
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}
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void main(void)
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{
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vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
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uv -= 0.5;
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uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
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float shade = 0.;
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vec3 eye = vec3(1,1,-3);
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eye.xz *= rot(time*.3);
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eye.xy *= rot(time*.1);
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eye = normalize(eye) * length(eye) * (1.+sin(time/2.)*.5);
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vec3 target = vec3(0,0,0);
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vec3 forward = normalize(target - eye);
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vec3 right = normalize(cross(forward, vec3(0,1,0)));
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vec3 up = normalize(cross(right, forward));
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vec3 ray = normalize(forward + uv.x * right + uv.y * up);
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vec3 pos = eye;
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//float f = texture( texFFT, d ).r * 100;
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const float count = 50.;
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for ( float i = count; i >= 0.; --i) {
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float dist = map(pos);
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if (dist < .0001) {
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shade = i/count;
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break;
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}
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pos += ray * dist;
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}
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//float f = texture( texFFT, d ).r * 100;
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float t = - time + length(pos) * 2. + shade * 16.;
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vec3 color = vec3(.5)+vec3(.5)*cos(t*vec3(.1,.2,.3));
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color *= 2.5;
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color *= shade;
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out_color = vec4(color, 1.);
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}
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