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https://github.com/CookieCollective/Live-Coding-Sources.git
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147 lines
3.0 KiB
GLSL
147 lines
3.0 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, bassTime;
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float fbm( vec2 p )
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{
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float a = texture(texNoise, p).r*.5;
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a += texture(texNoise, p*2.).r*.25;
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a += texture(texNoise, p*4.).r*.125*bass;
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a += texture(texNoise, p*8.).r*.025;
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return a;
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}
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float ocean( vec3 p)
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{
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return p.y+12.+fbm(p.xz*0.01+fGlobalTime*.01)*1.;
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}
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float map(vec3 p )
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{
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float d = p.y + fbm(p.xz*.005)*70.;
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d = min(d, ocean(p));
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return d;
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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 normal(vec3 p)
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{
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float d = map(p);
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vec2 eps = vec2(0.01, 0.);
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vec3 n;
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n.x = d - map(p-eps.xyy);
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n.y = d - map(p-eps.yxy);
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n.z = d - map(p-eps.yyx);
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return normalize(n);
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}
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vec3 sky(vec3 rd, vec3 ld)
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{
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vec3 col = vec3(0.);
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col += texture(texNoise, rd.xz / rd.y*.05-fGlobalTime*.01).r*2.-1.;
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col += (texture(texNoise, rd.xz / rd.y*.2+fGlobalTime*.25).r*2.-1.)*.5;
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vec3 gradient = mix( vec3(1.), vec3(.5,.7,1.), clamp((rd.y+.3)*5., 0., 1.));
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col = mix(gradient, col, clamp((rd.y)*5., 0., .2));
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col += vec3(1.,.7,.1) * pow(dot(rd, ld), 300.);
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return col;
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}
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float shadow(vec3 p, vec3 ld)
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{
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vec3 ps = raymarch(p+ld*.1, ld);
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return length(p-ps)>10. ? 1. : 0.;
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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(0.1,1.,1.5));
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vec3 col = vec3(0.);
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vec3 dif = vec3(1.,.7,.1) * max(0., dot(n, ld));
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vec3 amb = vec3(0.,0.,.1) * max(0., dot(n, vec3(0.,1.,0.)));
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col = dif + amb;
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float shad = shadow(p, ld);
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col *= vec3(1.)*shad;
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col = mix(col, sky(rd, normalize(vec3(0.1,1.,3.5))), vec3(1.)*min(1., length(ro-p)*.0025));
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col = mix(col, vec3(1.), vec3(1.)*clamp(-pow(p.y,3.)*.0002,0.,1.));
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return col;
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}
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const float pi = 3.141592653589;
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void main(void)
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{
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bass = 0.;
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bassTime = 0.;
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for(int i=2; i<10; i++)
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{
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bass += texelFetch(texFFTSmoothed, i, 0).r/float(i);
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bassTime += texelFetch(texFFTIntegrated, i, 0).r/float(i);
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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 ro = vec3(0., 5.,fGlobalTime + bassTime*30.);
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vec3 rd = normalize( vec3( uv , 1. ) );
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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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if(ocean(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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out_color = vec4(col, 1.);
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} |