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Live-Coding-Sources/2021-04-16/01-nusan.glsl
Jonathan Giroux 6f00934e7a Add 2021-04-16
2021-04-18 22:00:00 +02:00

123 lines
2.7 KiB
GLSL

#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform float fFrameTime; // duration of the last frame, in seconds
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 texPreviousFrame; // screenshot of the previous frame
uniform sampler2D texChecker;
uniform sampler2D texNoise;
uniform sampler2D texRevision;
uniform sampler2D texTex1;
uniform sampler2D texTex2;
uniform sampler2D texTex3;
uniform sampler2D texTex4;
// hello laval virtual !
#define time fGlobalTime
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
mat2 rot(float a) {
float ca=cos(a);
float sa=sin(a);
return mat2(ca,sa,-sa,ca);
}
float box(vec3 p, vec3 s) {
p=abs(p)-s;
return max(p.x, max(p.y,p.z));
}
float rnd(float a) {
return fract(sin(a*452.511)*714.712);
}
float curve(float t, float d) {
t/=d;
return mix(rnd(floor(t)), rnd(floor(t)+1), pow(smoothstep(0,1,fract(t)),10));
}
vec3 add=vec3(0);
float map(vec3 p) {
float t2=time*.3 + sin(p.y*.3+time);
p.xz *= rot(t2);
p.yz *= rot(t2*1.3);
vec3 bp=p;
for(int i=0; i<7; ++i) {
float t=time*.3 + i;
p.yz *= rot(t*.7 + curve(time, 1.3)*3.2);
p.xz *= rot(t + curve(time, 1.1)*3.2);
p.xz=abs(p.xz);
p.xz-=0.4+curve(time, 3);
}
float d = box(p, vec3(.3));
add += vec3(0.5,1,.2) * 0.01/(0.1 + abs(d));
float d2 = length(p.xz)-.1;
add += vec3(0.5,.7,2) * 0.01/(0.1 + abs(d2));
bp.xy=abs(bp.xy)-3.9;
bp.xy=abs(bp.xy)-0.9;
float d3 = length(bp.xy)-.2-curve(bp.z+time*3.,.1)*.2;
add += vec3(1,.4,.2) * 0.07/(0.6 + abs(d3));
d=min(d,d2);
d=min(d,d3);
d*=.7;
return d;
}
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);
uv *= 1+curve(time-length(uv),.2)*.3;
vec3 s=vec3(0,0,-17 - curve(time, 1)*70);
vec3 r=normalize(vec3(uv, 1));
vec3 p=s;
vec3 col=vec3(0);
for(int i=0; i<100; ++i) {
float d=abs(map(p));
if(d<.001) {
d=.1;
//break;
}
if(d>100.) break;
p+=r*d;
}
col += add*.1;
float fog = 1-clamp(length(p-s)/100,0,1);
//col += map(p-r)*fog;
float a=time*.2 + uv.y*.5;
a += smoothstep(0.,.01,abs(uv.x)-.1-.2*curve(time+sin(uv.y*4.+time)*.2, .4));
col.xz *= rot(a);
//col.yz *= rot(a*1.3);
col=abs(col);
col=smoothstep(0,1,col);
col=pow(col, vec3(.4545));
out_color = vec4(col, 1);
}