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https://github.com/CookieCollective/Live-Coding-Sources.git
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155 lines
3.3 KiB
GLSL
155 lines
3.3 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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float sph(vec3 p, float r) {
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return length(p)-r;
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}
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float box(vec3 p, vec3 s){
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vec3 ap=abs(p)-s;
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return length(max(vec3(0), ap)) + min(0, max(ap.x, max(ap.y,ap.z)));
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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*456.232)*8956.233);
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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 mat = 0;
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float map(vec3 p) {
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vec3 bp=p;
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p.y += pow(abs(sin(time))*3,2);
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vec3 rp = p;
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float scale = abs(curve(time, 0.8)-0.5)*2;
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scale = smoothstep(0,1,scale);
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scale += 0.3;
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for(int i=0; i<5; ++i) {
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rp = p;
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float t1 = time * 0.7;
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p -= 0.2*scale+i*0.2*scale;
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p.xy *= rot(t1*0.7);
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p -= 0.3*scale+i*0.3*scale;
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p.yz *= rot(t1);
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p=abs(p);
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p -= 0.4*scale+i*0.5*scale;
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}
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float b = box(p, vec3(0.5,0.3,0.7));
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float b2 = box(rp, vec3(0.5,0.5,10.0)*1);
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float b3 = max(b, -b2);
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float ground = 1-bp.y;
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ground=smin(ground, -b3, -5.5);
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mat = b3<ground?1:0;
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return min(b3,ground );
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}
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vec3 norm(vec3 p) {
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vec2 off=vec2(0.01,0);
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return normalize(map(p)-vec3(map(p-off.xyy),map(p-off.yxy),map(p-off.yyx)));
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}
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void cam(inout vec3 p) {
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float t1=time*0.2;
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p.yz *= rot(0.5);
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p.xz *= rot(t1);
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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, 0.7)-0.5)*0.3;
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uv.y += (curve(time, 0.9)-0.5)*0.2;
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vec3 s=vec3(0,0,-25);
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vec3 r=normalize(vec3(-uv, 0.5 + curve(time, 1.3)*0.5));
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cam(s);
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cam(r);
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s.y -= 3;
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vec3 col=vec3(0);
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vec3 l = normalize(vec3(-0.7,-1.0,-0.5));
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vec3 p=s;
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float prod=1;
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float none=1;
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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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float curmat=mat;
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vec3 n=norm(p);
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vec3 h=normalize(l-r);
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float f=pow(1-max(0, dot(n, -r)),2);
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vec3 diff=mix(vec3(.7,0.3,0.2), vec3(0.3), curmat);
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col += prod*diff*max(0, dot(n, l)) * (0.2 + 1.5*pow(max(0,dot(n,h)),7));
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col += prod*0.2*vec3(0.3,0.3,1.0) * f * 2 * (-n.y*0.5+0.5);
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prod *= 1.0*f+0.5;
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r=reflect(r,n);
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d=0.1;
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none=0;
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// break;
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}
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if(d>100) {
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none=0;
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break;
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}
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p+=r*d;
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at += 0.3*exp(-d*1.9);
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}
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col += none * vec3(0.2,0.2,0.5);
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col += at*0.008*vec3(1,0.7,0.2);
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col *= 5;
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col = 1-exp(-col);
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col = pow(col, vec3(1.2));
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out_color = vec4(col, 1);
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} |