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https://github.com/CookieCollective/Live-Coding-Sources.git
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89 lines
2.0 KiB
GLSL
89 lines
2.0 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 smin(float a, float b)
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{
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float k = 32.;
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return -log( exp( -k/a) + exp( -k / b ) ) / k;
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}
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float obj( vec3 p )
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{
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return cos(p.x)*cos(p.y)*cos(p.z) ;
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}
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float map(vec3 p)
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{
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p.x += cos(p.z*2.)*.6;
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p.y += sin(p.z)*.3;
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float d = abs(p.y)-1.;
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d = min(d, abs(p.x)-1.);
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d += texture2D( texNoise, p.xy*.3).x*.8;
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d += texture2D( texNoise, p.xz*.3).x*.4;
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d += texture2D( texNoise, p.yz*.3).x*.2;
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return d*.5;
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}
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vec3 rm(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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vec2 eps = vec2(0.001, 0.);
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vec3 n;
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float d = map(p);
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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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float ao(vec3 p, vec3 n)
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{
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float ao = 1.;
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for(int i=0; i<10; i++)
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{
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float h = float(i)*.1;
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ao -= abs( h - map(p+n*h)/10. );
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}
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return clamp( ao, 0., 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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float t = fGlobalTime;
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vec3 ro = vec3(0.,0., t*2.);
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vec3 rd = normalize(vec3(uv, 1.) );
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vec3 p = rm(ro,rd);
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vec3 n = normal(p);
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vec3 col = vec3(ao(p,n));
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col = mix(col, vec3(1.), min(length(p-ro)*.05, 1.));
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out_color = vec4(col,1.);
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} |