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105 lines
2.3 KiB
GLSL
105 lines
2.3 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;
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float megabass()
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{
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float b = 0.0;
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for (int i = 0; i < 10; i++)
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{
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b = max(texelFetch(texFFTIntegrated, i, 0).x, b);
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}
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return b * 8.0;
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}
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mat2 rot(float a)
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{
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float c = cos(a);
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float s = sin(a);
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return mat2(c, s, -s, c);
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}
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float dur(vec3 p)
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{
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p.xy *= rot(p.z * 0.1);
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p.z += 0.1 * texture(texNoise, p.xy).x;
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return cos(p.x) + cos(p.y) + cos(p.z);
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}
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vec3 rm(vec3 ro, vec3 rd, out float st, int it)
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{
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st = 1.0;
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vec3 p = ro;
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for (int i = 0; i < it; ++i)
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{
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float d = dur(p);
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if (abs(d) < 0.01)
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{
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st = float(st) /float(it);
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break;
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}
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p += rd * d * 0.8;
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}
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return p;
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}
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vec3 shade(vec3 ro, vec3 p, vec3 n, float st)
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{
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float off = p.x + p.y + p.z;
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vec3 c = vec3(0.5 + 0.5 * cos(bass + off), 0.5 + 0.5 * sin(bass + off), 1.0);
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return vec3(exp(-distance(ro, p) * 0.1)) * c * (1.0 - st);
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}
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vec3 grad(vec3 p)
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{
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vec2 eps = vec2(0.01, 0.0);
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return normalize(
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vec3(dur(p + eps.xyy) - dur(p - eps.xyy),
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dur(p + eps.yxy) - dur(p - eps.yxy),
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dur(p + eps.yyx) - dur(p - eps.yyx))
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);
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}
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void main(void)
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{
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bass = megabass();
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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 st;
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vec3 ro = vec3(0.0, 0.0, bass);
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vec3 rd = normalize(vec3(uv, 0.4 - length(uv)));
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vec3 p = rm(ro, rd, st, 32);
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vec3 n = grad(p);
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vec3 color = shade(ro, p, n, st);
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vec3 rd2 = reflect(rd, n);
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vec3 ro2 = p + rd2 * 0.1;
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float st2;
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vec3 p2 = rm(ro2, rd2, st2, 8);
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vec3 n2 = grad(p2);
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color = mix(color, shade(ro, p2, n2, st2), 0.4);
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color = pow(color, vec3(1.0 / 2.2));
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out_color = vec4(color, 1.0);
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} |