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