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https://github.com/CookieCollective/Live-Coding-Sources.git
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111 lines
2.3 KiB
GLSL
111 lines
2.3 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 TAU (2.*PI)
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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 mo (inout vec2 p, vec2 d)
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{
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p = abs(p)-d;
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if (p.y>p.x) p = p.yx;
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}
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void moda (inout vec2 p, float rep)
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{
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float per = TAU/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)-per*0.5;
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p = vec2(cos(a),sin(a))*l;
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}
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float prim1 (vec3 p,float size)
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{
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p *= size;
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p.yz *= rot(time);
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//p.xz *= rot(time);
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float c = length(p.xz) -1.;
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mo(p.xz,vec2(0.9));
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moda(p.xz, 3.);
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mo(p.yz,vec2(0.2));
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moda(p.xy, 8.);
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mo(p.xy,vec2(0.1));
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return max(-c,dot(p,normalize(vec3(0.5,.5,3.)))) / (size);
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}
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float fractal (vec3 p)
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{
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float s = 1.;
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float d = prim1(p,s);
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for (int i=1; i<4; i++)
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{
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float ratio =float( i)/3.;
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s -= 0.3;
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p.xz *= rot(time*ratio);
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d = min(d, prim1(p,s));
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}
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return d;
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}
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float g1 = 0.;
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float SDF (vec3 p)
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{
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float sphe = length(p)-(2.+texture(texNoise, p.xy*5).x);
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g1 += 0.01/(0.01+sphe*sphe);
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return max(-(length(p+vec3(0.,0.,12.))-3.),min(sphe,fractal(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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vec3 ro = vec3(0.001,0.001,-12.),
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rd = normalize(vec3(uv,1.)),
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col = vec3(0.),
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p = ro;
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float shad = 0.;
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bool hit = false;
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for (float i=0.; i<64.; 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/64.;
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break;
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}
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p += d*rd*0.8;
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}
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if (hit)
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{
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col = vec3(1.-shad);
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col += g1*vec3(.8,.1,0.9)*0.7;
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}
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out_color = vec4(sqrt(col),1.);
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} |