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https://github.com/CookieCollective/Live-Coding-Sources.git
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144 lines
2.9 KiB
GLSL
144 lines
2.9 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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#define hr vec2(1., sqrt(3.))
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#define hdetail 5.
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#define vdetail 15.
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#define time fGlobalTime
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#define PI 3.141592
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vec2 hash22 (vec2 x)
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{return fract(sin(vec2(dot(x,vec2(23.4,15.1)),dot(x,vec2(12.4,56.4))))*124.5);}
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float hash21 (vec2 x)
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{return fract(sin(dot(x,vec2(12.4,15.65)))*1245.21);}
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vec3 voro (vec2 uv)
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{
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uv *= vdetail;
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vec2 uv_id = floor(uv);
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vec2 uu = fract(uv);
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vec2 m_point, m_nei,m_diff;
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float m_dist = 10.;
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for (int i=-1; i<=1;i++)
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{
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for (int j=-1; j<=1;j++)
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{
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vec2 nei = vec2(float(i),float(j));
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vec2 point = hash22(nei + uv_id);
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point = 0.5+0.5*sin(2.*PI*point+time);
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vec2 diff = nei + point - uu;
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float dist = length(diff);
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if (dist < m_dist)
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{
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m_point = point;
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m_nei = nei;
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m_dist = dist;
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m_diff = diff;
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}
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}
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}
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return vec3(m_point, m_dist);
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}
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float hdist (vec2 uv)
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{
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uv = abs(uv);
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return max(uv.x, dot(uv, normalize(hr)));
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}
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vec4 hgrid (vec2 uv)
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{
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uv *= hdetail;
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vec2 ga = mod(uv, hr)-hr*0.5;
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vec2 gb = mod(uv-hr*0.5, hr)-hr*0.5;
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vec2 guv = (dot(ga,ga) < dot(gb,gb))? ga : gb;
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vec2 id = uv-guv;
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guv.y = 0.5-hdist(guv);
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return vec4 (guv,id);
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}
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vec3 blue_grid(vec2 uv)
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{
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vec3 v = voro(uv);
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return clamp(vec3(hash22(v.xy).r,hash22(v.xy).y, 1.),0.,1.);
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}
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vec3 frame(vec2 uv)
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{
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vec4 hg = hgrid(uv);
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return blue_grid(uv)*step(0.05, hg.y);
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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 od (vec3 p, float d)
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{return dot(p,normalize(sign(p)))-d;}
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float g1 = 0.;
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float SDF (vec3 p)
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{
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p.xz *= rot(time);
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p.yz *= rot(time);
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p.x -= sin(time);
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float d = od (p, 1.);
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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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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 ro = vec3(0.001,0.001,-7.),
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p = ro,
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rd = normalize(vec3(uv,1.)),
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col = vec3(0.01);
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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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p += d*rd;
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}
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col = vec3(1.-shad);
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col *= g1;
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col *= frame(uv);
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out_color = vec4(col,1.);
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} |