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https://github.com/CookieCollective/Live-Coding-Sources.git
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122 lines
2.4 KiB
GLSL
122 lines
2.4 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 PI = 3.141592;
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float time = fGlobalTime;
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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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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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mat2 rot(float a)
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{return mat2(cos(a),sin(a),-sin(a), cos(a));}
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float cylH (vec3 p, float r, float h)
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{return max(length(p.xz)-r,abs(p.y)-h);}
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float cyl (vec2 p, float r)
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{return length(p)-r;}
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float box (vec3 p, vec3 c)
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{return length(max(abs(p)-c,0.));}
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float g1 = 0.;
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float prim1 (vec3 p)
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{
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p.y = fract(p.y) -0.5;
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float d = cylH(p.yxz, 0.1, 1.);
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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 g2 = 0.;
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float prim2(vec3 p)
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{
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p.xz = moda(p.xz, PI);
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p.x -= 1.;
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float d = cyl(p.xz, 0.1);
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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 prim3 (vec3 p)
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{
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float bounce = 0.05 + exp(-fract(time))*0.5;
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p.xy = mo(p.xy, vec2 (2.));
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p.z += cos(p.x+time);
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p.y += sin(p.x);
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p.z += 1.5;
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p.y = abs(p.y);
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p.y -= 2.;
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return box (p, vec3(1e9, bounce, bounce));
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}
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float SDF (vec3 p)
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{
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float b = prim3(p);
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float per = 5.;
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p.x = mod(p.x-per/2., per)-per/2.;
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p.xz = mo(p.xz, vec2 (1.2));
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p.xz *= rot(time);
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p.xz *= rot(p.y*0.5);
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return min(min (prim1(p), prim2(p)), b);
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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 += texture(texNoise, uv+time).rg * 0.09;
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vec3 ro = vec3(0.001+time*5.,0.001, -10.); 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<0.001)
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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*0.5;
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}
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vec3 col = vec3(shad)*0.1;
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col += (g1*vec3(0.1,0.5,0.6) + g2 *vec3(0.5,0.1,0.))*0.5;
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out_color = vec4(pow(col, vec3(0.45)),1.);
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} |