Files
Live-Coding-Sources/2019-11-30/03-nicoptere.glsl
NuSan b93f9bafdc Friendly shader showdown at GROW 2019
One half of the shaders
2019-12-02 09:21:37 +01:00

70 lines
2.1 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
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 );
}
#define PI acos( -1. )
float n (vec3 p ){
vec4 a = vec4( 0,57,21,78) + dot( vec3( 1,57,21), floor( p) );
vec4 a1 = a+1.;
vec3 f = .5 - .5 * cos( fract( p ) * PI ) ;
a = mix( sin(cos( a)*a), sin(cos( a1) * a1 ), f.x );
a.xy = mix( a.xz, a.yw, f.y );
return mix( a.x, a.y, f.z );
}
float fbm (vec3 p){
float r = 0.;
float a = 1.;
for (int i =0; i <3; i++)r += (a*=.5) * n(p*=2.);
return r;
}
float map( vec3 p ){
float t=fGlobalTime, a=t ,ca =cos( a), sa=sin( a);
float st = sin( fGlobalTime * 2.);
mat2 m = mat2( ca, -st, st, ca );
p.xz *= m;
p.yz *= m;
float pl = dot( p, vec3( 0,1.,0.)) + st ;
float sp = length( p ) - 1.5 + fbm( p + fGlobalTime ) * ( sin( t * 3. ) ) ;
return max( pl, sp);
}
void main(void)
{
float ti = fGlobalTime;
vec2 uv = gl_FragCoord.xy / v2Resolution * 2. - 1.;
uv.x *= v2Resolution.x / v2Resolution.y;
float t, a=ti ,ca =cos( a), sa=sin( a);
vec3 c = vec3( 0, 0, -3), d = normalize( vec3( uv, 1.) ), p = c + d;
for( int i =0; i < 32; i++ ){
t += map( p );
p = c + t * d;
}
t = log( t - 1. );
uv = gl_FragCoord.xy / v2Resolution;
uv *= n( p);
vec3 col = .5+ .5 * cos( ti + uv.xyx + vec3( 0,2,4 ) );
out_color = vec4(col * t, 1.);
}