Live-Coding-Sources/2020-03-19/Flopine.glsl
2020-04-02 00:18:54 +02:00

111 lines
2.3 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
#define PI 3.141592
#define TAU (2.*PI)
#define time fGlobalTime
mat2 rot (float a)
{return mat2 (cos(a),sin(a),-sin(a),cos(a));}
void mo (inout vec2 p, vec2 d)
{
p = abs(p)-d;
if (p.y>p.x) p = p.yx;
}
void moda (inout vec2 p, float rep)
{
float per = TAU/rep;
float a = atan(p.y,p.x);
float l = length(p);
a = mod(a,per)-per*0.5;
p = vec2(cos(a),sin(a))*l;
}
float prim1 (vec3 p,float size)
{
p *= size;
p.yz *= rot(time);
//p.xz *= rot(time);
float c = length(p.xz) -1.;
mo(p.xz,vec2(0.9));
moda(p.xz, 3.);
mo(p.yz,vec2(0.2));
moda(p.xy, 8.);
mo(p.xy,vec2(0.1));
return max(-c,dot(p,normalize(vec3(0.5,.5,3.)))) / (size);
}
float fractal (vec3 p)
{
float s = 1.;
float d = prim1(p,s);
for (int i=1; i<4; i++)
{
float ratio =float( i)/3.;
s -= 0.3;
p.xz *= rot(time*ratio);
d = min(d, prim1(p,s));
}
return d;
}
float g1 = 0.;
float SDF (vec3 p)
{
float sphe = length(p)-(2.+texture(texNoise, p.xy*5).x);
g1 += 0.01/(0.01+sphe*sphe);
return max(-(length(p+vec3(0.,0.,12.))-3.),min(sphe,fractal(p)));
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec3 ro = vec3(0.001,0.001,-12.),
rd = normalize(vec3(uv,1.)),
col = vec3(0.),
p = ro;
float shad = 0.;
bool hit = false;
for (float i=0.; i<64.; i++)
{
float d = SDF(p);
if (d<0.001)
{
hit = true;
shad = i/64.;
break;
}
p += d*rd*0.8;
}
if (hit)
{
col = vec3(1.-shad);
col += g1*vec3(.8,.1,0.9)*0.7;
}
out_color = vec4(sqrt(col),1.);
}