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https://github.com/CookieCollective/Live-Coding-Sources.git
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143 lines
2.6 KiB
GLSL
143 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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layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
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float time = fGlobalTime;
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vec2 moda (vec2 p, float per)
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{
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float a= atan(p.y, p.x);
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float l = length(p);
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a = mod(a-per/2., per) -per/2.;
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return vec2(cos(a),sin(a))*l;
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}
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vec2 mo (vec2 p, vec2 d)
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{
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p = abs(p)-d;
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if (p.y >p.x) p.xy = p.yx;
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return p;
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}
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mat2 rot(float a)
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{return mat2 (cos(a),sin(a),-sin(a), cos(a));}
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float stmin(float a, float b, float k, float n)
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{
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float st = k/n;
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float u = b-k;
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return min(min(a,b),0.5 * (u+a+abs(mod(u-a+st, 2.*st)-st)));
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}
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float sphe (vec3 p, float r)
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{return length(p)-r;}
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float od (vec3 p, float d)
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{
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return dot(p, normalize(sign(p)))-d;
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}
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float cyl (vec2 p, float r)
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{return length(p)-r;}
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float g1 = 0.;
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float prim1 (vec3 p)
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{
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float d = sphe(p, 0.8);
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g1 += 0.01/(0.01+d*d);
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return d;
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}
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float prim2 (vec3 p)
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{
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float per = 5.;
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vec3 pp = p;
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p.y = mod(p.y-per/2., per) -per/2.;
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float o = min(prim1(p),max(-sphe(p, 1.2),od(p, 1.)));
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p = pp;
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p.xz *= rot(time*0.7);
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p.xz *= rot(p.y*0.5);
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p.xz = moda(p.xz, (2.*3.14)/4.);
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p.x -= 1.3;
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return stmin(o, cyl(p.xz, 0.15), 0.5, 4.);
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}
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vec2 frame_size = vec2 (10., 7.);
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float prim3 (vec3 p)
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{
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p.xy = mo(p.xy,frame_size);
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return prim2(p);
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}
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float g2 = 0.;
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float in_frame(vec3 p)
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{
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p.xy +=texture(texNoise, p.xy).rg * 0.2;
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p.z +=sin(p.y);
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p.x += cos(p.z + time);
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p.x = abs(p.x + p.y);
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p.x = fract(p.x)-0.5;
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float d = cyl(p.xz, 0.15);
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g2 += 0.01/(0.01+d*d);
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return d;
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}
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float prim4 (vec3 p)
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{
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if (abs(p.x) <= frame_size.x && abs(p.y) <= frame_size.y) return in_frame(p);
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}
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float SDF (vec3 p)
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{
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return min(prim3(p), prim4(p));
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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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vec3 ro = vec3(0.001,0.001, -20.); vec3 p = ro;
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vec3 rd = normalize(vec3(uv, 1.));
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float shad = 0.;
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for (float i=0.; i<64.; i++)
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{
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float d = SDF(p);
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if (d<0.01)
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{
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shad = i/64.;
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break;
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}
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p += d*rd*0.7;
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}
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vec3 col = vec3(shad);
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col += g1*vec3(0.,0.5,0.2) + g2 *vec3(0.1,0.3,0.3);
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out_color = vec4(col,1.);
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} |