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Live-Coding-Sources/2018-12-01/07-ponk.glsl
Jonathan Giroux 6435b432c1 Add 2012-12-01
2018-12-03 20:55:48 +01:00

106 lines
2.7 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 PI 3.1415
#define TAU 6.28
#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));
}
mat2 rot (float a) {
float c=cos(a), s=sin(a); return mat2(c,s,-s,c);
}
void amod(inout vec2 p, float count) {
float an = TAU/count;
float a = atan(p.y,p.x);
a = mod(a, an)-an/2.;
p = vec2(cos(a),sin(a))*length(p);
}
float map (vec3 pos) {
float scene = 10.;
vec3 p = pos;
p.yz *= rot(time*1.);
p.yx *= rot(sin(time*.1));
p.xz *= rot(time * 2. + p.y * .2);
p = abs(p)-2. + 1.*sin(time*2.);
amod(p.xz, 10. + 5. * sin(time * 4.));
p.x -= 1.+.5*sin(time*8.+p.y);
scene = length(p.xz) - .05 + .02 * sin(time*16.);
p.y += time * 10.;
float cy = 16.;
float iy = floor(p.y/cy);
vec3 pp = p;
p.y += time * 4.;
p.y = repeat(p.y, cy);
scene = min(scene, length(p)-.2+.1 * sin(time*16.+iy*2.));
cy = 4.;
p = pp;
p.y += time * 4.;
p.y = repeat(p.y, cy);
scene = min(scene, sbox(p, .3+.2*sin(time)));
//scene = min(scene, length(p.yz) - .01);
p = pp;
cy = 10.;
p.y += time * 4.;
p.y = repeat(p.y, cy);
scene = min(scene, max(-(length(p.xz)-8.), max(length(p.xz)-10., abs(p.y)-2.)));
//scene = max(scene, -(length(p)-.5));
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,-5. + 1. * sin(time*8));
vec3 ray = normalize(vec3(uv,.5 + .3*cos(time*8.)));
vec3 pos = eye;
float shade = 0.;
const float count = 30.;
for (float i = count; i > 0.; --i) {
float dist = map(pos);
if (dist < .001) {
shade = i / count;
break;
}
pos += ray * dist;
}
vec3 color = vec3(.7)+vec3(.9)*sin(vec3(.2,.1,.3)*time * 40. + shade * 2. + pos.z * .5);
vec2 p = uv*16.;
p.y -= sqrt(abs(p.x))*1.5-1.5;
p.x /= 1.2;
float invert = step(5., (length(p)-sin(time*10.)*3.));
color *= shade;
color = mix(color, 1.-color, invert);
out_color = vec4(color, 1);
}