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https://github.com/CookieCollective/Live-Coding-Sources.git
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162 lines
3.1 KiB
GLSL
162 lines
3.1 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 time=mod(fGlobalTime, 120);
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float box(vec3 p, vec3 s) {
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p=abs(p)-s;
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return max(p.x, max(p.y,p.z));
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}
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mat2 rot(float a) {
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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 tick(float t, float d) {
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float g=t/d;
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float c=fract(g);
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c=smoothstep(0,1,c);
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c=pow(c, 10);
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return (c + floor(g))*d;
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}
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vec3 fractal(vec3 p, float t1) {
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for(int i=0; i<3; ++i) {
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float t=tick(t1, 0.3 + i*0.2)+i;
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p.xz *= rot(t);
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p.zy *= rot(t*1.3);
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p=abs(p);
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p-=1.2 + sin(time*0.7)*0.6;
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p.x += sin(time*0.3)*1;
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}
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return p;
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}
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float map(vec3 p) {
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vec3 bp=p;
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float t=tick(time,1.3)*0.3;
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p.xy *= rot(t);
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p.zy *= rot(t*1.3);
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vec3 p2 = fractal(p, time*0.3);
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vec3 p3 = fractal(p+vec3(1,0,0.4), time*0.2);
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float d=box(p2, vec3(0.4));
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float d2=box(p3, vec3(2,0.3,0.6));
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d=max(abs(d),abs(d2))-0.8;
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d=max(d, -bp.z-10);
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d=max(d, bp.z-5);
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return d;
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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 *=rot(time*0.2 + tick(time,1.3));
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vec3 s=vec3(0,0,-16);
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float fov=0.9+sin(tick(time+0.2,0.5) + time * 0.2)*0.3;
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vec3 r=normalize(vec3(-uv, fov));
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vec3 p=s;
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float at=0;
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bool inside=false;
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for(int i=0; i<100; ++i) {
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float d=map(p);
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if(d<0.001) {
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inside=true;
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break;
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}
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if(d>100) {
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break;
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}
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p+=r*d;
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at += 1.2/(1.2+abs(d));
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}
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if(inside) {
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vec2 off=vec2(0.01,0);
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vec3 n=normalize(map(p)-vec3(map(p-off.xyy), map(p-off.yxy), map(p-off.yyx)));
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r=refract(r,n,0.5);
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}
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float dd=length(p-s);
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vec2 uv2 = p.xy / (dd*r.z);
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vec3 col=vec3(0);
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vec2 grid=step(fract(uv2*6),vec2(0.5));
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vec2 grid2 = abs(fract(uv2*12)-0.5)*2;
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float val=min(grid.x,grid.y);
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val += 1-max(grid.x,grid.y);
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float anim=mod(time*0.5 - length(uv)*0.3, 4);
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float pop=floor(anim);
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if(pop==1) {
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val = step(0.9,max(grid2.x, grid2.y));
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}
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if(pop==3) {
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val = step(0.2,sin(max(grid2.x, grid2.y)*13));
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}
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if(inside) {
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val =1-val;
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}
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col += val;
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col *= at * 0.06;
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col*=1.3;
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col *= 1.2-length(uv);
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float t3 = pop*1.3 + time*0.2;
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col.xy *= rot(t3);
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col.yz *= rot(t3*0.7);
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col=abs(col);
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col += max(vec3(0), col.yzx-1);
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col += max(vec3(0), col.zxy-1);
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col = pow(col, vec3(0.4545));
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out_color = vec4(col, 1);
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} |