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