mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
synced 2025-08-02 12:42:54 +02:00
73 lines
1.7 KiB
GLSL
73 lines
1.7 KiB
GLSL
#version 410 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 sampler1D texFFTIntegrated; // this is continually increasing
|
|
uniform sampler2D texChecker;
|
|
uniform sampler2D texNoise;
|
|
uniform sampler2D texTex1;
|
|
uniform sampler2D texTex2;
|
|
uniform sampler2D texTex3;
|
|
uniform sampler2D texTex4;
|
|
|
|
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
|
|
|
|
|
|
float a(vec3 p)
|
|
{
|
|
return cos(p.x)+cos(p.y)+cos(p.z);
|
|
}
|
|
|
|
float map(vec3 p)
|
|
{
|
|
float d = a(p);
|
|
vec3 pp = p;
|
|
pp = mod(pp, vec3(1.))-.5;
|
|
d = max(d, -(length(pp)-.5));
|
|
pp = mod(pp, vec3(.5))-.25;
|
|
d = max(d, -(length(pp)-.25));
|
|
pp = mod(pp, vec3(.25))-.125;
|
|
d = max(d, (length(pp)-.125));
|
|
|
|
return d;
|
|
}
|
|
|
|
vec3 normal(vec3 p)
|
|
{
|
|
vec3 n;
|
|
vec2 eps = vec2(0.01, 0.);
|
|
n.x = map(p) - map(p-eps.xyy);
|
|
n.y = map(p) - map(p-eps.yxy);
|
|
n.z = map(p) - map(p-eps.yyx);
|
|
return normalize(n);
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
|
|
uv = uv*2.-1.;
|
|
uv.x *= v2Resolution.x/v2Resolution.y;
|
|
|
|
vec3 ro = vec3(0.,0.,fGlobalTime);
|
|
vec3 rd = normalize(vec3(uv, 1.));
|
|
|
|
vec3 p = ro;
|
|
float glow = 0.;
|
|
for(int i=0; i<64; i++)
|
|
{
|
|
float d = map(p);
|
|
p += rd *d ;
|
|
glow += 1./64.;
|
|
if(d<0.01)
|
|
break;
|
|
}
|
|
vec3 n = normal(p);
|
|
|
|
vec3 col = vec3(1.) * max(0., dot(n, normalize(vec3(0.,1.,-1.)))) * length(ro-p)*.05;
|
|
|
|
col += vec3(1.,.7,.1) * glow*2.;
|
|
out_color = vec4(col, 1.);
|
|
} |