Live-Coding-Sources/2018-02-07/03-anton.glsl
2018-06-02 21:45:31 +02:00

101 lines
1.8 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
#define PI 3.14159
float beate(float f)
{
return f + sin(mod(f,1.) * PI);
}
float rep(float f, float r)
{
return mod(f + r/2. ,r) - r/2.;
}
mat2 rot(float a)
{
float c = cos(a); float s = sin(a);
return mat2(c,-s,s,c);
}
float map(vec3 pos)
{
pos.z += beate(fGlobalTime * 1.75) * 2.;
pos.xy *= rot(pos.z * .1);
pos.x += 2.;
pos.x = rep(pos.x, 4.);
pos.y = rep(pos.y, 2.);
pos.z = rep(pos.z, 2.);
return length(pos) - 1.;
}
vec3 norm(vec3 p)
{
vec2 e = vec2(.01,0.);
return vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
);
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
uv *= rot(fGlobalTime);
float f = uv.x;
vec3 ro = vec3(0.,0.,-5.);
vec3 rd = normalize(vec3(uv,1.));
vec3 cp = ro;
float s = 0.;
for(;s < 1.; s += 1. / 128.)
{
float cd = map(cp);
if(cd < .01)
{
break;
}
cp += rd * cd * .5;
}
f = 1. - s;
float li = dot(normalize( cp - ro),norm(cp));
li = clamp(li,0.,1.);
//f = distance(f,uv.y);
//f = step(f, .005);
out_color = mix(vec4(0.), vec4(sin(cp.z),cos(.0 * cp.z),.5,1.),f);
}