mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
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129 lines
2.8 KiB
GLSL
129 lines
2.8 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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float time = fGlobalTime;
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float PI = 3.141592;
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float BPM = 70./60.;
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float hash21(vec2 x)
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{return fract(sin(dot(x,vec2(12.4,13.4)))*12124.4);}
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void moda(inout vec2 p, float rep)
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{
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float per = 2.*PI/rep;
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float a= atan(p.y,p.x);
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float l = length(p);
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a = mod(a,per)-per*0.5;
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p = vec2(cos(a),sin(a))*l;
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}
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mat2 rot(float a)
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{return mat2(cos(a),sin(a),-sin(a),cos(a));}
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float stmin (float a, float b, float k, float n)
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{
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float st = k/n;
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float u = b-k;
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return min(min(a,b), 0.5*(u+a+abs(mod(u-a+st,2.*st)-st)));
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}
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float cyl (vec2 p, float r)
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{return length(p)-r;}
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float od (vec3 p, float d)
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{
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p.xz *= rot(time);
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return dot(p,normalize(sign(p)))-d;
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}
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float tunnel (vec3 p)
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{
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p.x += texture(texNoise, p.yz*0.15+vec2(0.,time)).r*0.9;
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p.y += texture(texNoise, p.xz*0.1+vec2(0.,time)).r;
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return -cyl(p.xy, 6.);
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}
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float g1 =0.;
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float jelly (vec3 p)
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{
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p.x += mix(0.,-0.5+hash21(p.yz),exp(-fract(time*BPM)*8.)*6.);
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p.y += mix(0.,-0.5+hash21(p.xz),exp(-fract(time*BPM)*8.)*6.)*0.5;
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p.y += sin(p.z*0.5+time);
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moda(p.xy, 3.);
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p.x -= 2.5;
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p.xy *=rot(p.z*0.5+time);
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moda(p.xy, 3.);
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p.x -= 1.3;
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p.z -= 5.;
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p.yz *= rot(PI/2.);
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float o = od(p, .5);
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p.y += 2.;
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p.xz *= rot(sin(p.y+time));
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moda(p.xz, 8.);
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p.x -=.4;
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float d = stmin(o,max(cyl(p.xz, 0.04+p.y*0.1),abs(p.y)-1.5),0.4, 4.);
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g1 += 0.1/(0.1+d*d);
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return d;
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}
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float SDF (vec3 p)
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{
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return min(jelly(p),tunnel(p));
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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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float dither = hash21(uv);
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vec3 ro = vec3(0.001,0.001,-5.),
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p = ro,
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rd = normalize(vec3(uv,1.)),
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col = vec3(0.);
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float shad = 0.;
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for (float i=0.; i<64.; i++)
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{
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float d = SDF(p);
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if (d<0.001)
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{
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shad = i/64.;
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break;
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}
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d *= 0.8+dither*0.1;
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p+=d*rd;
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}
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float t= length(ro-p);
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col = vec3(shad);
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col += g1*vec3(0.5,0.4,0.)*0.3;
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col = mix(col, vec3(0.,0.4,0.6)*0.3, 1.-exp(-0.005*t*t));
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out_color = vec4(sqrt(col),1.);
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} |