Files
Live-Coding-Sources/2019-11-30/02-ponk.glsl
2019-12-02 22:04:15 +01:00

93 lines
2.6 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;
#define time fGlobalTime
layout(location = 0) out vec4 color; // out_color must be written in order to see anything
vec4 plas( vec2 v, float time )
{
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
}
mat2 rot (float a) {
float c=cos(a);
float s = sin(a);
return mat2(c,s,-s,c);
}
#define repeat(p,r) (mod(p,r)-r/2.)
float map (vec3 p) {
p.z = repeat(p.z+time*1., 4.);
float scene = 10.;
float wave = sin(time*4.)*.5+.5;
float wave2 = sin(time*12.)*.5+.5;
const float count = 6.;
float range = 1.;
float a = 1.;
float falloff = 1.8;
vec3 op = p;
for (float i = count; i > 0.; i--) {
p.xz *= rot(time*.1);
p.yz *= rot(time*.2);
p.yx *= rot(time*.3);
//p.yx *= rot(sin(time*8.)*.1);
p = abs(p)-(range)*a;
scene = min(scene, length(p.xy)-(.4-.01*wave2)*a);
scene = min(scene, length(p)-(.9-.01*wave2)*a);
a /= falloff;
}
scene = abs(scene) - .001;
scene = max(scene, -length(op.xy)+.4);
return scene;
}
vec3 getNormal (vec3 p) {
vec2 e = vec2(.001,0);
return normalize(vec3(map(p+e.xyy)-map(p-e.xyy), map(p+e.yxy)-map(p-e.yxy), map(p+e.yyx)-map(p-e.yyx)));
}
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 eye = vec3(0,0,-2);
float wave = sin(time*8.)*.5+.5;
vec3 ray = normalize(vec3(uv,.3));
ray.xz *= rot(sin(time*.6)*.2);
ray.yz *= rot(sin(time*.3)*.1);
vec3 pos = eye;
float shade = 0.;
const float count = 40.;
for (float index = count; index > 0.; index--) {
float d = map(pos);
if (d < 0.01) {
shade = (index / count);
break;
}
pos += ray * d;
}
vec3 normal = getNormal(pos);
//color.rgb = normal * .5 + .5;
color.rgb += vec3(.2,.8,.9) * clamp(dot(normal, -ray), 0., 1.);
color.rgb += vec3(2) * pow(clamp(dot(normal, vec3(0,0,-1))*.5+.5, 0., 1.), 24.);
color *= shade;
}