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