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https://github.com/CookieCollective/Live-Coding-Sources.git
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123 lines
2.6 KiB
GLSL
123 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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vec4 plas( vec2 v, float time )
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{
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float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
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}
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mat2 rot(float a)
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{
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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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#define PI 3.14159
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float m = 0;
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float map(vec3 p)
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{
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float ft = fract(fGlobalTime);
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float time = floor(fGlobalTime) + ft * ft;
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p *= 1. + sin(p.z * .1 + fGlobalTime) * .5;
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vec3 cp = p;
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p.z -= time * .01;
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p.xy *= rot(p.z * (.1 + pow(sin(time * .1),2.) * .05 ));
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p.z -= time * .01;
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p.y = -abs(p.y);
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float amp = 1.;
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for(float i = 1.; i < 5.; ++i)
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{
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p.y += sin(p.x) * sin(p.z) * amp ;
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amp *= .25;
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p.xz *= rot(.4545 + time * .1 + i * 5.);
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}
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float dist = p.y + 2.;
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if(dist < .01) m = 1;
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p = cp;
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p.xy *= rot(p.z * .2);
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p.x = abs(p.x);
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p.x -= 2. + sin(p.z +time);
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float cyl = length(p.xy) - .25;
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if(cyl < .01) m = 2;
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dist = min(dist, cyl);
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return dist;
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}
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void ray(inout vec3 p, vec3 rd, out float st)
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{
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for(st = 0.; st < 1.; st += 1. / 128.)
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{
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float cd = map(p);
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if(cd < .01)
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{break;
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}
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p += rd * cd * .5;
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}
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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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for(float i = 1.; i < 5.; ++i)
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{
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uv.y = abs(uv.y);
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uv -= .25;
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uv *= rot(1. + fGlobalTime * .1);
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}
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float st;
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vec3 ro = vec3(0.,0.,-10.);
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vec3 rd = normalize(vec3(uv, 1.));
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vec3 cp = ro;
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ray(cp, rd, st);
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if(st < 1.)
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{
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vec3 c = vec3(1.);
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if( m == 1) c = vec3(.9,.3,.4);
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if( m == 2) c = vec3(.04,.56,.8);
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out_color = vec4(c, 0.) * st;
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out_color = pow(out_color, vec4(.4545));
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out_color.rg *= rot(cp.z);
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out_color.gb *= rot(cp.z * .25);
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out_color.br *= rot(cp.z * .5);
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out_color = abs(out_color);
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}
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} |