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https://github.com/CookieCollective/Live-Coding-Sources.git
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122 lines
2.6 KiB
GLSL
122 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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#define PI 3.141592
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#define time fGlobalTime
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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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void moda (inout vec2 p, float rep)
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{
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float per = 2.*PI/rep;
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float a = atan(p.y,p.x);
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float l = length(p);
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a = mod(a-per*0.5,per)-per*0.5;
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p = vec2(cos(a),sin(a))*l;
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}
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float cyl (vec2 p, float r)
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{return length(p)-r;}
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float g1 = 0.;
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float spike (vec3 p, float w)
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{
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float per = .5;
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float id = floor(p.y/per);
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p.xz *= rot(id);
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p.y = mod(p.y, per)-per*0.5;
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float d = max(cyl(p.yz, 0.02-p.x*0.2),abs(p.x)-.5);
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g1 += 0.01/(0.01+d*d);
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return d;
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}
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float prim1 (vec3 p)
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{
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vec3 pp = p;
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p.xz*= rot(time);
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p.xz *= rot(p.y*1.2);
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moda(p.xz, 5.);
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p.x-=0.12;
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float d = cyl(p.xz, 0.07);
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p = pp;
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return min(d, spike(p,0.08));
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}
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float grid (vec3 p)
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{
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float per = 3.;
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p.xy *= rot(p.z*0.1);
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p = mod(p, per)-per*0.5;
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p.y += 0.5;
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float pr = prim1(p);
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p.yz *= rot(PI/2.);
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float pr2 = prim1(p);
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p.xy *= rot(PI/2.);
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return min(min(pr,pr2),prim1(p));
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}
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float g2 = 0.;
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float prim2 (vec3 p)
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{
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p.z -= time*4.;
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p.xy *= rot(time);
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p.xy = abs(p.xy)-1.+sin(time)*0.3;
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p.xz *= rot(time);
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float od = dot(p,normalize(sign(p)))-.2;
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g2 += 0.01/(0.01+od*od);
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return od;
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}
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float sdf (vec3 p)
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{
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return min(prim2(p),grid(p));
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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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uv += texture(texNoise,uv).r*0.1;
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vec3 ro = vec3(0.001,0.001,-4.+time*4.), p=ro,rd=normalize(vec3(uv,1.)), col = vec3(0.);
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float shad = 0;
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bool hit = false;
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for (float i=0.; i<100.; 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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hit = true;
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shad = i/100.;
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break;
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}
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p += d*rd*0.6;
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}
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if (hit)
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{
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col = vec3(shad);
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}
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col += g1*vec3(0.2,0.5,0.2)*0.08;
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col += g2*vec3(0.3,0.,0.2);
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out_color = vec4(col, 1.);
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} |