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https://github.com/CookieCollective/Live-Coding-Sources.git
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130 lines
3.0 KiB
GLSL
130 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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#define iTime fGlobalTime
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#define SPEED 3.
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vec3 palette(float x) {
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float wave = sin(2. * iTime) * 0.5 + 0.5;
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vec3 a = vec3(1);
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vec3 b = vec3(wave);
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vec3 c = vec3(.5,.5, wave);
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vec3 d = vec3(.3, .6, 1);
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return a + b * cos(c + d * x);
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}
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mat2 rot2d(float a) {
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float c = cos(a);
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float s = sin(a);
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return mat2(c, s, -s, c);
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}
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float GetDistSphere(vec3 p, vec4 sphere) {
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return length(p - sphere.xyz) - sphere.w;
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}
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float GetDistSphereRep(vec3 p, vec4 sphere, vec3 rep) {
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vec3 q = mod(p, rep) - 0.5 * rep;
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return GetDistSphere(q, sphere);
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}
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float GetDist(vec3 p) {
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// p.xy *= rot2d((iTime / 100.) * p.z / 50.);
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// p.xy *= rot2d(p.x * p.y) ;
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p.xy *= rot2d(p.x) ;
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vec4 sphere = vec4(0, 0, .5, .4);
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// float d = GetDistSphere(p, sphere);
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vec3 rep = vec3(3, 3, 2);
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float d = GetDistSphereRep(p, sphere, rep);
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return d;
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}
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float RayMarch(vec3 ro, vec3 rd) {
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float d = 0.;
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for (int i = 0; i < 100; i++) {
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vec3 p = ro + d * rd;
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float dScene = GetDist(p);
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d += dScene;
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if (dScene < 0.01 || dScene > 100.) {
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break;
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}
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}
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return d;
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}
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vec3 GetNormal(vec3 p) {
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vec2 e = vec2(0.01, 0);
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vec3 n = GetDist(p) - vec3(
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GetDist(p - e.xyy),
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GetDist(p - e.yxy),
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GetDist(p - e.yyx)
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);
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return normalize(n);
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}
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float GetLight(vec3 p) {
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vec3 light = vec3(0, 3, iTime * SPEED + 1);
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vec3 toLight = light - p;
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vec3 n = GetNormal(p);
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float dif = dot(n, normalize(toLight));
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return dif;
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}
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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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vec4 plas( vec2 v, float time )
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{
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float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
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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 *= 2.;
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vec3 col = vec3(0.);
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vec3 ro = vec3(0, sin(iTime), iTime * SPEED);
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vec3 rd = normalize(vec3(uv.x, uv.y, 1));
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float d = RayMarch(ro, rd);
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vec3 p = ro + d * rd;
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float dif = GetLight(p);
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col = vec3(dif * palette(p.z / 100.));
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// col = n;
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out_color = vec4(col, 1.);
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}
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/* vec2 m;
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m.x = atan(uv.x / uv.y) / 3.14;
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m.y = 1 / length(uv) * .2;
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float d = m.y;
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float f = texture( texFFT, d ).r * 100;
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m.x += sin( fGlobalTime ) * 0.1;
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m.y += fGlobalTime * 0.25;
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vec4 t = plas( m * 3.14, fGlobalTime ) / d;
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t = clamp( t, 0.0, 1.0 );
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out_color = f + t;*/ |