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https://github.com/CookieCollective/Live-Coding-Sources.git
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107 lines
2.9 KiB
GLSL
107 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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float t = 0.0;
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mat3 rot(vec3 v, float a){
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float c = cos(a);
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float s = sin(a);
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float _c = 1.0 - c;
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return mat3( c + _c * v.x * v.x, _c * v.x * v.y + s * _c * v.z, _c * v.x * v.z - s *v.y,
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_c * v.x * v.y - s * v.z, c +_c * v.y * v.y, _c * v.x * v.z + s * v.y,
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_c * v.x * v.z + s * v.y, _c * v.y * v.z - s * v.x, c + _c * v.z *v.z );
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}
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float coscoscos(vec3 p )
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{
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vec3 g = rot(vec3(0.0,.0,1.0), p.z * 0.1) * p;
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return cos(g.x) + cos(g.y) + cos(g.z);
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}
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float grass( vec3 p ){
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float id = textureLod(texNoise, floor(p.xz)/512.0, 0).r;
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p.xz = mod(p.xz, 3.0) - 1.5;
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float h= p.y;
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p = rot(vec3(0.,1.,0.),60. * id + 360.0 * fract(texture(texFFTIntegrated, 0.1).x * 0.01)) * p;
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p = rot(vec3(1.,.0,.0), p.y * 0.2) * p;
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return length(p.xz) - id + pow(h * 0.2, 4.0);
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}
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float map(vec3 p) {
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float d = 1000000.0;
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d = min(d, p.y);
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d = min(d,coscoscos(p));
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float gs = 80.0;
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vec3 pg = p * gs;
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d = min(d, grass(pg) / gs);
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d = min(d, grass(pg + vec3( 5.15856418916, 0.0, 7.4781)) / gs);
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d = min(d, grass(pg - vec3( 3.018, 0.0, 2.0015)) / gs);
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return d;
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}
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vec3 grad( vec3 p ){
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vec2 e =vec2(0.01, 0.0);
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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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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 t = texture(texFFTIntegrated, 0.3).r;
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vec3 ro = vec3(0.0,0.2,fGlobalTime * 0.3);
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vec3 rd = normalize(vec3(uv, 0.7 - length(uv)));
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float st = 1.0;
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vec3 p = ro;
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for (float i = 0.0; i < 256.0; ++i){
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float d = map(p);
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if ( abs (d) < 0.001) {
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st = i/256.0;
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break;
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}
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p += rd * 2.0 *d * i / 256.0;
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}
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vec3 color = mix(vec3(0.4,1.0,0.6) * st, vec3(1.0), 0.01 * distance(ro, p)) ;
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if ( abs(coscoscos(p)) < 0.1) {
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float st2 = 1.0;
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vec3 n = grad(p);
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vec3 rd2 = reflect(rd, n);
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vec3 ro2 = p + rd2 * 0.1;
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vec3 p2 = ro2;
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for (float i = 0.0; i < 256.0; ++i){
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float d = map(p2);
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if ( abs (d) < 0.001) {
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st = i/256.0;
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break;
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}
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p2 += rd2 * 2.0 *d * i / 256.0;
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}
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color += mix(vec3(0.4,1.0,0.6) * st, vec3(1.0), 0.01 * distance(ro, p2));
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}
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//color = pow(color, vec3(1.0/1.8));
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out_color = vec4(color, 1.0);
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} |