Live-Coding-Sources/2019-01-30/lamogui3.glsl

71 lines
1.6 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 cookie;
uniform sampler2D descartes;
uniform sampler2D texNoise;
uniform sampler2D texTex2;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
mat2 r(float a)
{
float c= cos(a);
float s = sin(a);
return mat2(s, -s , c ,s);
}
float m(vec3 p)
{
p.xy *= r(10.0 *3.1415 * fGlobalTime);
float d = cos(p.x) + cos(p.y) + cos(p.z);
return d;
}
vec3 r(vec3 ro, vec3 rd, out float st)
{
vec3 p = ro;
for (float i = 0.0; i < 64.0; i++)
{
float d = m(p);
if (abs(d)<0.01)
{
st = i /64.0;
break;
}
p+= rd * d;
}
return p;
}
vec3 s(vec3 ro, vec3 p)
{
vec3 c = vec3(exp(-distance(ro, p) * 0.1));
c *= vec3(1.0 ,0.0, 0.0);
return c;
}
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);
vec3 rd = normalize(vec3(uv, 1.0));
vec3 ro = vec3(0.0, 0.0, 10.0* texture(texFFTIntegrated, 0.01).x);
float st = 1.0;
vec3 p = r(ro, rd, st);
vec3 c = s(ro, p);
c = mix (c, texture(cookie, p.xz + fGlobalTime).rgb, 0.5);
p.xz = r(fGlobalTime) * uv;
c = mix (c, texture(descartes, p.xy).rgb, 0.3);
c += fract(fGlobalTime * 10.0);
out_color = vec4(c, 1.0);
}