Files
Live-Coding-Sources/2019-10-26/04-flopine.glsl
2019-10-28 08:30:31 +01:00

144 lines
2.9 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 texChecker;
uniform sampler2D texNoise;
uniform sampler2D texTex1;
uniform sampler2D texTex2;
uniform sampler2D texTex3;
uniform sampler2D texTex4;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
#define hr vec2(1., sqrt(3.))
#define hdetail 5.
#define vdetail 15.
#define time fGlobalTime
#define PI 3.141592
vec2 hash22 (vec2 x)
{return fract(sin(vec2(dot(x,vec2(23.4,15.1)),dot(x,vec2(12.4,56.4))))*124.5);}
float hash21 (vec2 x)
{return fract(sin(dot(x,vec2(12.4,15.65)))*1245.21);}
vec3 voro (vec2 uv)
{
uv *= vdetail;
vec2 uv_id = floor(uv);
vec2 uu = fract(uv);
vec2 m_point, m_nei,m_diff;
float m_dist = 10.;
for (int i=-1; i<=1;i++)
{
for (int j=-1; j<=1;j++)
{
vec2 nei = vec2(float(i),float(j));
vec2 point = hash22(nei + uv_id);
point = 0.5+0.5*sin(2.*PI*point+time);
vec2 diff = nei + point - uu;
float dist = length(diff);
if (dist < m_dist)
{
m_point = point;
m_nei = nei;
m_dist = dist;
m_diff = diff;
}
}
}
return vec3(m_point, m_dist);
}
float hdist (vec2 uv)
{
uv = abs(uv);
return max(uv.x, dot(uv, normalize(hr)));
}
vec4 hgrid (vec2 uv)
{
uv *= hdetail;
vec2 ga = mod(uv, hr)-hr*0.5;
vec2 gb = mod(uv-hr*0.5, hr)-hr*0.5;
vec2 guv = (dot(ga,ga) < dot(gb,gb))? ga : gb;
vec2 id = uv-guv;
guv.y = 0.5-hdist(guv);
return vec4 (guv,id);
}
vec3 blue_grid(vec2 uv)
{
vec3 v = voro(uv);
return clamp(vec3(hash22(v.xy).r,hash22(v.xy).y, 1.),0.,1.);
}
vec3 frame(vec2 uv)
{
vec4 hg = hgrid(uv);
return blue_grid(uv)*step(0.05, hg.y);
}
mat2 rot(float a)
{return mat2(cos(a),sin(a),-sin(a),cos(a));}
float od (vec3 p, float d)
{return dot(p,normalize(sign(p)))-d;}
float g1 = 0.;
float SDF (vec3 p)
{
p.xz *= rot(time);
p.yz *= rot(time);
p.x -= sin(time);
float d = od (p, 1.);
g1 += 0.1/(0.1+d*d);
return d;
}
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 ro = vec3(0.001,0.001,-7.),
p = ro,
rd = normalize(vec3(uv,1.)),
col = vec3(0.01);
float shad = 0.;
for (float i=0.; i<64.; i++)
{
float d = SDF(p);
if (d<0.001)
{
shad = i/64.;
break;
}
p += d*rd;
}
col = vec3(1.-shad);
col *= g1;
col *= frame(uv);
out_color = vec4(col,1.);
}