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https://github.com/CookieCollective/Live-Coding-Sources.git
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118 lines
2.1 KiB
GLSL
118 lines
2.1 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 cookie;
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uniform sampler2D descartes;
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uniform sampler2D texNoise;
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uniform sampler2D texTex2;
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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 PI 3.14159
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float noise(vec2 p)
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{
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return fract(dot(p.x * 54523.1235, p.y * 1328.)) ;
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}
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mat2 rot(float a )
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{
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float ca = sin(a);
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float sa = cos(a);
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return mat2(sa,-ca,ca,sa);
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}
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float ease(float t)
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{
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return floor(t) + sin(fract(t) * PI - PI * .5) * .5 + .5;
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}
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float map(vec3 p)
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{
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float dist = 1000.;
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vec3 cp = p;
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float time = fGlobalTime;
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float bpm = 120 / 60.;
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p.z += ease(time * bpm) * 20. ;
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p.xy *= rot(p.z * .1);
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float st = sin(ease(time * bpm)) * .5 + .5;
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p.xy *= rot(time * st + abs(p.y) * .01);
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float cy2 = length(p.xz) - .75;
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p.xz = mod(p.xz +10, 20) - 10;
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//p.xy *= (-time);
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dist = min(dist, length(p) - 1.);
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float cy = length(p.xy) - .5;
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dist = min(dist, cy2);
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dist = max(dist,-cy);
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cp.xy *= rot(time * .1);
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p = cp;
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p.x = abs(p.x);
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p.x -=8;
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p.z -= 10.;
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float cd = length(p.xz) - 1.;
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dist = min(dist, cd);
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p = cp;
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p.y = abs(p.y);
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p.y -=8;
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p.z -= 10.;
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cd = length(p.yz) - 1.;
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dist = min(dist, cd);
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return dist;
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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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vec3 eye = vec3(0.,0.,-10.);
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vec3 rd = normalize(vec3(uv,1.));
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vec3 cp = eye;
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float cd = 0.;
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float st = 0.;
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for(; st < 1.; st += 1. / 64.)
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{
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float cd = map(cp);
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if(cd < .01) break;
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cp += rd * .5 * cd;
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}
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out_color = vec4(1. - st);
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float t = fGlobalTime;
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out_color.xz *= rot(t + cp.z);
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out_color.xy *= rot(t + cp.y);
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out_color.yz *= rot(t + cp.x);
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} |