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80 lines
1.7 KiB
GLSL
80 lines
1.7 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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vec2 moda (vec2 p, float per)
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{
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float angle = atan(p.y,p.x);
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float l = length(p);
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angle = mod(angle-per/2., per)-per/2.;
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return vec2 (cos(angle), sin(angle))*l;
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}
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float sphe1 (vec3 p,float r)
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{
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p.y -= .8;
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return length(p)-r;
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}
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float sphe2 (vec3 p, float r)
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{
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p.y -= .5;
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r += sin(fGlobalTime)*0.1;
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return length(p)-r;
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}
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float cylY (vec3 p, float r, float h)
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{
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p.xz = moda(p.xz, 2.*3.14/4);
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p.x -= .25;
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r += p.y*0.05;
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p.xz += sin(p.y+fGlobalTime)*0.1;
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return max(length(p.xz)-r, abs(p.y)-h);
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}
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float body (vec3 p)
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{
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return max(-sphe2(p, 0.5),sphe1(p,0.5));
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}
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float SDF (vec3 p)
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{
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float per = 4.;
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p.xz = mod (p.xz-per/2., per)-per/2.;
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return min(body(p), cylY(p,0.05,1.));
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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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vec3 p = vec3 (0.01,0.01,-6.);
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vec3 dir = normalize(vec3(uv,1.));
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vec3 color = vec3 (0.);
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for (int i=0; i<60; i++)
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{
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float d = SDF(p);
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if (d<0.01)
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{
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break;
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}
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p += d*dir;
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}
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//color = vec3(exp(-distance(p, vec3(0.);
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out_color = vec4 (p,1.);
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} |