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105 lines
3.1 KiB
GLSL
105 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 cookie;
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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 time fGlobalTime
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#define repeat(p,r) (mod(p,r)-r/2.)
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mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
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vec3 lookat (vec3 eye, vec3 at, vec2 uv, float fov) {
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vec3 forward = normalize(at-eye);
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vec3 right = normalize(cross(forward, vec3(0,1,0)));
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vec3 up = normalize(cross(right, forward));
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return normalize(forward * fov + right * uv.x + up * uv.y);
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}
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float map (vec3 pos) {
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vec3 p0 = pos;
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float cell = 6.;
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float iz = floor(pos.z/cell);
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//pos.z = repeat(pos.z + time, cell);
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//pos.xz *= rot(time);
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//pos.xy *= rot(time);
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float scene = 1.0;
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float range = 2.0;// + 1.0 * sin(time);
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float a = 1.0;
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float falloff = 1.2;
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const float count = 7.;
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for (float index = count; index > 0.; --index) {
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pos.xz *= rot(time*.05/a);
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//pos.yz *= rot(sin(time)*0.2);
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pos = abs(pos)-range*a;
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//scene = min(scene, length(pos)-0.5*a);
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scene = min(scene, max(pos.x,max(pos.y,pos.z)));
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a /= falloff;
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}
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scene = max(-scene,0.);
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//pos = repeat(pos, .1);
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//scene = max(scene, -length(pos.xy)+.05);
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//scene = max(scene, -length(p0.xy)+1.0);
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pos = p0;
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//pos.z = repeat(pos.z + time, cell);
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a = 1.0;
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float shape = 1.;
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for (float index = 4.; index > 0.; --index) {
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pos.xz *= rot(time*.2);
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pos.yz *= rot(time*2.);
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pos.xz = abs(pos.xz)-.3*a;
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shape = min(shape, length(pos.xy)-0.2*a);
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a /= falloff;
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}
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//shape = max(shape, length(p0)-.5);
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//scene = min(scene, shape);
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//scene = max(scene, length(p0)-2.);
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return scene;
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}
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vec3 getNormal (vec3 p) {
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vec2 e = vec2(0.001,0);
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return normalize(vec3(map(p+e.xyy)-map(p-e.xyy), map(p+e.yxy)-map(p-e.yxy), map(p+e.yyx)-map(p-e.yyx)));
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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 eye = vec3(0,0.,-2);
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vec3 ray = lookat(eye, vec3(0.,sin(time*.2)*.5,0), uv, .5);
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float total = 0.0;
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float shade = 0.0;
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const float count = 100.;
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for (float index = count; index > 0.; --index) {
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float dist = map(eye+ray*total);
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if (dist < 0.001) {
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shade = index/count;
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break;
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}
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dist *= .9;
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total += dist;
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}
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vec3 color = vec3(shade);
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vec3 normal = getNormal(eye+ray*total);
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color = vec3(.3)*clamp(dot(normal, normalize(vec3(0,1,-1))),0.,1.);
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color += vec3(.9)*pow(clamp(dot(normal, -ray),0.,1.), 8.);
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color *= shade;
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out_color = vec4(color,1);
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} |