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https://github.com/CookieCollective/Live-Coding-Sources.git
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133 lines
2.5 KiB
GLSL
133 lines
2.5 KiB
GLSL
#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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float bass;
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float bassTime;
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float obj(vec3 p)
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{
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vec3 pp = p;
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pp.z = mod(p.z, 10.)-5.;
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float d= -abs(p.x-1.)+3.+cos(length(pp.yz*3.)-fGlobalTime)*.1;
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return d;
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}
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float obj2(vec3 p)
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{
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float d = length(p.xy-vec2(1.+cos(p.z),0.+sin(p.z)))-.1;
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return d;
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}
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float map(vec3 p)
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{
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float d = dot(cos(p.xyz), sin(p.zxy))+1.;
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d += cos(p.z*10.)*bass*.2;
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d = min(d, obj(p));
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d = min(d, obj2(p));
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return d*.8;
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}
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vec3 normal(vec3 p)
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{
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vec3 n;
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vec2 eps = vec2(0.01,0.);
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n.x = map(p) - map(p+eps.xyy);
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n.y = map(p) - map(p+eps.yxy);
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n.z = map(p) - map(p+eps.yyx);
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return normalize(n);
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}
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mat2 rotate(float v)
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{
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float a = cos(v);
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float b = sin(v);
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return mat2(a,b,-b,a);
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}
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vec3 raymarch(vec3 ro, vec3 rd)
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{
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vec3 p = ro;
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for(int i=0; i<64; i++)
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{
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float d = map(p);
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p += rd * d;
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}
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return p;
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}
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vec3 shade( vec3 ro, vec3 rd, vec3 p, vec3 n)
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{
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vec3 ld = normalize(vec3(.1,1.,-.5));
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vec3 col = vec3(0.);
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col = vec3(1.) * max(0., dot(n,ld))*.3;
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col += mix(vec3(1.,.7,.1), vec3(.1,1.,.7), rd.x)*length(p-ro)*.05;
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return col;
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}
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void main(void)
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{
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bassTime = 0.;
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for(int i=0; i<10; i++)
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bassTime += texelFetch(texFFTIntegrated, i,0).r;
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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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bass = 0.1;
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for(int i=0; i<10; i++)
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bass += texelFetch(texFFTSmoothed, i,0).r;
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vec3 ro = vec3(1.,0.,-fGlobalTime*.1-bassTime*.5);
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vec3 rd = normalize(vec3(uv*2.,-1.));
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rd.xy = rotate(bassTime*.01)*rd.xy;
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vec3 p = raymarch(ro,rd);
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vec3 n = normal(p);
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vec3 col = shade(ro, rd, p, n);
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for(int i=0; i<3; i++)
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if(obj(p)<.1)
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{
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ro = p;
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rd = reflect(rd,n);
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p = raymarch(ro+rd*.1,rd);
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n = normal(p);
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col = shade(ro, rd, p, n);
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}
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if(obj2(p)<.1)
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col += vec3(.1,.7,1.) * bass;
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out_color = vec4(col, 1.);
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} |