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https://github.com/CookieCollective/Live-Coding-Sources.git
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158 lines
3.2 KiB
GLSL
158 lines
3.2 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 perc=texture(texFFTIntegrated, 0).x;
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#define time fGlobalTime
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float sph(vec3 p, float r) {
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return length(p) - r;
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}
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float cyl(vec3 p, float r) {
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return length(p.xy) - r;
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}
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mat2 rot(float a) {
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float ca=cos(a);
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float sa=sin(a);
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return mat2(ca,sa,-sa,ca);
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}
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float smin(float a, float b, float h) {
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float k = clamp((a-b)/h*0.5+0.5,0,1);
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return mix(a,b, k) - k * (1-k) * h;
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}
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float rnd(float t) {
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return fract(sin(t*234.231)*7423.215);
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}
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float curve(float t, float d) {
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float g=t/d;
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return mix(rnd(floor(g)), rnd(floor(g)+1), pow(smoothstep(0,1, fract(g) ), 10));
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}
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float map(vec3 p) {
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float d = 10000;
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float j = 10000;
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for(int i=0;i<8; ++i) {
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float t1 = time + i*2.354 + curve(time+85.24, 20.9*i+0.2)*3;
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p.xy *= rot(t1);
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p.yz *= rot(t1*0.7);
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d = smin(d, sph(p, 0.1 * i+.1), 0.2);
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p -= 0.2;
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p = abs(p);
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p.xy *= rot(t1*1.3);
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d = smin(d, -cyl(p, 0.05), -0.3);
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j = min(j, cyl(p.yzx, 0.05));
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}
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j = smin(j, sph(p, 1), 0.3);
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return min(j,d);
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}
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vec3 norm(vec3 p) {
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float base=map(p);
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vec2 off=vec2(0.01,0);
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return normalize( vec3(base-map(p-off.xyy), base-map(p-off.yxy), base-map(p-off.yyx) ));
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}
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vec3 cam(vec3 p) {
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float t2 = time + curve(time, 0.9)*3;
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p.xy *= rot(t2);
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p.xz *= rot(t2*1.2);
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return 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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uv.x += (curve(time+85,0.8)-0.5) * 0.4;
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uv.y += (curve(time+85,0.7)-0.5) * 0.3;
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vec3 ro = vec3(0,0,-3);
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vec3 rd = normalize(vec3(-uv,0.1 + curve(time+52, 1.2)));
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ro=cam(ro);
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rd=cam(rd);
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vec3 p = ro;
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float dd = 0;
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float at = 0;
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for(int i=0;i<100; ++i) {
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float d = map(p);
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if(d<0.001) {
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break;
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}
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if(dd>100) {
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dd = 100;
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break;
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}
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p+=rd*d;
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dd+=d;
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at += exp(-d);
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}
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vec3 n = norm(p);
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vec3 l = normalize(vec3(-1));
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vec3 h = normalize(l-rd);
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vec3 col = vec3(0);
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float lum = max(0, dot(n, l));
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float amb = -n.y*0.5+0.5;
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col += vec3(0.8,0.7,0.2) * lum;
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col += vec3(0.2,0.3,1.0) * amb;
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col += vec3(0.8,0.9,1.0) * 0.4 * lum * pow(max(0,dot(n,h)), 10);
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col += vec3(0.1,0.2,1.0) * 4.7 * amb * pow(1-max(0,dot(n,-rd)), 3);
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col *= 4/dd;
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col += pow(at*0.02,0.3) * 0.7;
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col += pow(abs(fract(at)-0.5) * (1-step(dd,50)), 5) * 10.2 * curve(time+81,1.4);
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float t3 = time + curve(time+85,1.5);
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col.xy *= rot(t3);
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col.yz *= rot(t3*1.2);
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col.xz *= rot(t3*0.7);
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col = abs(col);
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col *= pow(clamp(1-length(uv),0,1),2);
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out_color = vec4(col, 1);
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} |