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Live-Coding-Sources/2018-12-01/05-ponk.glsl
Jonathan Giroux 6435b432c1 Add 2012-12-01
2018-12-03 20:55:48 +01:00

122 lines
3.0 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
#define time fGlobalTime
#define repeat(p,r) (mod(p,r)-r/2.)
float sbox(vec3 p, float r) {
vec3 d = abs(p)-r;
return max(d.x, max(d.y, d.z));
}
float sbox(vec3 p, vec3 r) {
vec3 d = abs(p)-r;
return max(d.x, max(d.y, d.z));
}
mat2 rot (float a) {
float c=cos(a),s=sin(a);
return mat2(c,s,-s,c);
}
float smoothmin (float a, float b, float r) {
float h = clamp(.5+.5*(a-b), .0, 1.);
return mix(b, a, r)-h*(1.-r)*r;
}
float map (vec3 pos) {
float scene = 10.;
vec3 p = pos;
scene = max(-(length(pos.xy)-2.), 0.);
p.z += time*4.;
p.xy *= rot(p.z * .1 + sin(p.z - time) * .1);
p = repeat(p, 1.);
scene = max(scene, -sbox(p, .4));
p = repeat(p, .8);
scene = max(scene, -sbox(p, .2));
p = repeat(p, .3);
scene = max(scene, -sbox(p, .1));
p = pos;
p.z += time*4.;
p.z = repeat(p.z, 4.);
scene = max(scene, abs(p.z)-1.5);
p = pos;
p.xz *= rot(time*8.);
p.yz *= rot(time*4.);
//p.yx *= rot(sin(time*20.)*.5);
vec3 pp = p;
float shape = sbox(p, 0.3 + .1 * sin(time*4.) + 0.1 * sin(time*2.));
p = repeat(p, .2);//+.1*sin(time*4.));
shape = max(shape, sbox(p, .09));
scene = min(scene, shape);
p = pp;
vec2 size = vec2(.1+.05*sin(time*40.), 4.);
float d = length(pp) * .5;
pp.xz *= rot(d);
pp.yz *= rot(d);
scene = min(scene, sbox(pp, size.xxy));
scene = min(scene, sbox(pp, size.yxx));
scene = min(scene, sbox(pp, size.xyx));
const float count = 3.;
for (float i = count; i > 0.; --i) {
float r = i / count;
p.xz *= rot(time);
p.yz *= rot(time);
p = abs(p)-(.3-.2 * sin(time*8.))*r;
scene = min(scene, length(p)-.2*r);
}
p = abs(p)-.5;
scene = min(scene, sbox(p, .1));
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);
uv *= rot(time);
vec3 eye = vec3(0,0,-4);
vec3 pos = eye;
vec3 ray = normalize(vec3(uv, .6 + .4 * sin(time*2.5)));
float shade = 0.;
const float count = 60.;
for (float i = count; i > 0.; --i) {
float dist = map(pos);
if (dist < .001) {
shade = i / count;
break;
}
pos += ray * dist * .5;
}
vec3 disco = vec3(.5)+vec3(1.)*sin(vec3(.1,.2,.3)*time*10. - pos.z * .5);
vec3 color = mix(disco, vec3(1,0,0), step(length(pos), 1.));
out_color = vec4(color*shade, 1);
}