Live-Coding-Sources/2018-06-02/02-lamogui.glsl
2018-06-02 21:56:46 +02:00

105 lines
2.3 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
float bass;
float megabass()
{
float b = 0.0;
for (int i = 0; i < 10; i++)
{
b = max(texelFetch(texFFTIntegrated, i, 0).x, b);
}
return b * 8.0;
}
mat2 rot(float a)
{
float c = cos(a);
float s = sin(a);
return mat2(c, s, -s, c);
}
float dur(vec3 p)
{
p.xy *= rot(p.z * 0.1);
p.z += 0.1 * texture(texNoise, p.xy).x;
return cos(p.x) + cos(p.y) + cos(p.z);
}
vec3 rm(vec3 ro, vec3 rd, out float st, int it)
{
st = 1.0;
vec3 p = ro;
for (int i = 0; i < it; ++i)
{
float d = dur(p);
if (abs(d) < 0.01)
{
st = float(st) /float(it);
break;
}
p += rd * d * 0.8;
}
return p;
}
vec3 shade(vec3 ro, vec3 p, vec3 n, float st)
{
float off = p.x + p.y + p.z;
vec3 c = vec3(0.5 + 0.5 * cos(bass + off), 0.5 + 0.5 * sin(bass + off), 1.0);
return vec3(exp(-distance(ro, p) * 0.1)) * c * (1.0 - st);
}
vec3 grad(vec3 p)
{
vec2 eps = vec2(0.01, 0.0);
return normalize(
vec3(dur(p + eps.xyy) - dur(p - eps.xyy),
dur(p + eps.yxy) - dur(p - eps.yxy),
dur(p + eps.yyx) - dur(p - eps.yyx))
);
}
void main(void)
{
bass = megabass();
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
float st;
vec3 ro = vec3(0.0, 0.0, bass);
vec3 rd = normalize(vec3(uv, 0.4 - length(uv)));
vec3 p = rm(ro, rd, st, 32);
vec3 n = grad(p);
vec3 color = shade(ro, p, n, st);
vec3 rd2 = reflect(rd, n);
vec3 ro2 = p + rd2 * 0.1;
float st2;
vec3 p2 = rm(ro2, rd2, st2, 8);
vec3 n2 = grad(p2);
color = mix(color, shade(ro, p2, n2, st2), 0.4);
color = pow(color, vec3(1.0 / 2.2));
out_color = vec4(color, 1.0);
}