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Live-Coding-Sources/2018-12-01/02-ponk.glsl
Jonathan Giroux 6435b432c1 Add 2012-12-01
2018-12-03 20:55:48 +01:00

116 lines
2.6 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;
#define time fGlobalTime
#define PI 3.1415
#define TAU 6.283
#define repeat(p,r) (mod(p,r)-r/2.)
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
mat2 rot (float a) {
float c = cos(a), s = sin(a); return mat2(c,s,-s,c); }
void amod (inout vec2 p, float count) {
float c = count/TAU;
float a = atan(p.y, p.x);
a = mod(a, c)-c/2.;
p = vec2(cos(a),sin(a))*length(p);
}
float map (vec3 pos) {
float scene = 10.;
float d = length(pos) * 4.;
//pos.xz *= rot(d + time);
//pos.yz *= rot(d + time);
vec3 p = pos;
vec3 pp = p;
const float count = 3.;
for (float i = count; i > 0.; --i) {
float r = i / count;
//amod(p.xz, 5.);
p = abs(p)-.2*r;
p.x -= .2 * r;
p.xz *= rot(time*.4);
p.yz *= rot(time*.3);
p.xz *= rot(sin(time*2.)*2.);
float rr = (.01*r + .005 * sin(time * 12.) * r);
scene = min(scene, length(p.xz)-rr);
scene = min(scene, length(p.yz)-rr);
pp = abs(pp) - (.2 + .1 *sin(time*2.)) * r;
pp.xz *= rot(time);
pp.yz *= rot(time);
//pp.xz *= rot(sin(time*40.)*.1);
scene = min(scene, length(pp)-.1*r);
}
p = pos;
p.z += time * 2.;
p = repeat(p, .3);
scene = min(scene, length(p)-.01);
return scene;
}
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);
float a = atan(uv.y, uv.x);
float d = length(uv);
uv *= rot(time);
amod(uv, 10.);
//uv.x += sin(uv.y*1000.)*.001;
vec3 eye = vec3(0,0,-1.5);
vec3 ray = normalize(vec3(uv, .5+.4*sin(time*4.)));
vec3 pos = eye;
float shade = 0.;
const float count = 50.;
for (float i = count; i > 0.; --i) {
float dist = map(pos);
if (dist < .001) {
shade = i / count;
break;
}
pos += ray * dist * .5;
}
float invert = step(sin(length(uv)*2.-time*2.5), .0);
shade = mix(shade, 1.-shade, invert);
vec3 color = vec3(.5)+vec3(.5)*sin(vec3(.1,.2,.3)*time*4. + shade * 4.);
out_color = vec4(shade);
}