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https://github.com/CookieCollective/Live-Coding-Sources.git
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132 lines
2.6 KiB
GLSL
132 lines
2.6 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 mat = 0.;
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mat2 rot(float a)
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{
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float ca = cos(a);
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float sa = sin(a);
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return mat2(ca,-sa,sa,ca);
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}
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float map(vec3 p)
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{
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vec3 cp = p;
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float r = 15.;
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p.xy *= rot(p.z * .02 + fGlobalTime * .1);
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for(float i = 1.; i < 5. ; ++i)
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{
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p -= fGlobalTime * .01;
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p.xy *= rot(fGlobalTime * .025);
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p * 1.1;
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p = abs(p);
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}
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p = mod(p + r/ 2., r) - r/2.;
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p.x = abs(p.x) ;
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p.y -= p.x* abs(sin(fGlobalTime * 3.)+ .7);
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float dist = length(p) - 1.;
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p = cp;
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p.xy *= rot(p.z * .02);
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float tunnel =max(p.x,p.y) - 6.;
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if(tunnel < .01)
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{
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mat = 1.;
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}
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dist = min(-tunnel, dist);
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p = cp;
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for(float i = 1.; i < 5. ; ++i)
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{
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p.xz -= fGlobalTime * .01;
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p.xz *= rot(fGlobalTime * .025);
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p.xz * 1.1;
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p.xz = abs(p.xz);
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}
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p.y += (sin(p.z) + cos(p.x));
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float s = p.y + 5.;
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dist = min(dist, s);
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return dist;
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}
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vec3 normal(vec3 p)
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{
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vec2 e = vec2(.01,.0);
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float d = map(p);
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return normalize(vec3(d - map(p + e.xyy),d - map(p + e.yxy),d - map(p + e.yyx)));
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}
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float ray(inout vec3 cp, vec3 rd, out float st)
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{
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float cd = 0.;
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st = 0.;
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for(;st < 1.; st += 1./128.)
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{
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cd = map(cp);
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if(cd < .01)
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break;
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cp += rd * cd * .5;
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}
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return cd;
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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.,0.,-10.);
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vec3 rd = normalize(vec3(uv,1.));
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vec3 cp = ro;
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float st;
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float cd = ray(cp, rd, st);
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if(cd < .01)
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{
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vec3 ld = vec3(-1.,-1.,1.);
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if(mat == 1.)
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{
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// ld = - normalize(vec3(0.) - cp);
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}
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float sound = texture(texFFTSmoothed, .025).r;
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vec3 norm = normal(cp);
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float li = abs(dot(ld, norm));
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cp.xy *= rot(cp.z * .1 + fGlobalTime + sound);
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out_color = vec4(cp, 0.) * li;
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}
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} |