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https://github.com/CookieCollective/Live-Coding-Sources.git
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123 lines
2.7 KiB
GLSL
123 lines
2.7 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 float fFrameTime; // duration of the last frame, in seconds
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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 texPreviousFrame; // screenshot of the previous frame
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uniform sampler2D texChecker;
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uniform sampler2D texNoise;
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uniform sampler2D texRevision;
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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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// hello laval virtual !
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#define time fGlobalTime
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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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mat2 rot(float a) {
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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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float box(vec3 p, vec3 s) {
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p=abs(p)-s;
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return max(p.x, max(p.y,p.z));
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}
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float rnd(float a) {
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return fract(sin(a*452.511)*714.712);
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}
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float curve(float t, float d) {
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t/=d;
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return mix(rnd(floor(t)), rnd(floor(t)+1), pow(smoothstep(0,1,fract(t)),10));
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}
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vec3 add=vec3(0);
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float map(vec3 p) {
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float t2=time*.3 + sin(p.y*.3+time);
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p.xz *= rot(t2);
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p.yz *= rot(t2*1.3);
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vec3 bp=p;
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for(int i=0; i<7; ++i) {
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float t=time*.3 + i;
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p.yz *= rot(t*.7 + curve(time, 1.3)*3.2);
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p.xz *= rot(t + curve(time, 1.1)*3.2);
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p.xz=abs(p.xz);
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p.xz-=0.4+curve(time, 3);
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}
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float d = box(p, vec3(.3));
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add += vec3(0.5,1,.2) * 0.01/(0.1 + abs(d));
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float d2 = length(p.xz)-.1;
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add += vec3(0.5,.7,2) * 0.01/(0.1 + abs(d2));
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bp.xy=abs(bp.xy)-3.9;
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bp.xy=abs(bp.xy)-0.9;
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float d3 = length(bp.xy)-.2-curve(bp.z+time*3.,.1)*.2;
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add += vec3(1,.4,.2) * 0.07/(0.6 + abs(d3));
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d=min(d,d2);
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d=min(d,d3);
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d*=.7;
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return d;
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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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uv *= 1+curve(time-length(uv),.2)*.3;
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vec3 s=vec3(0,0,-17 - curve(time, 1)*70);
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vec3 r=normalize(vec3(uv, 1));
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vec3 p=s;
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vec3 col=vec3(0);
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for(int i=0; i<100; ++i) {
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float d=abs(map(p));
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if(d<.001) {
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d=.1;
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//break;
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}
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if(d>100.) break;
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p+=r*d;
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}
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col += add*.1;
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float fog = 1-clamp(length(p-s)/100,0,1);
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//col += map(p-r)*fog;
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float a=time*.2 + uv.y*.5;
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a += smoothstep(0.,.01,abs(uv.x)-.1-.2*curve(time+sin(uv.y*4.+time)*.2, .4));
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col.xz *= rot(a);
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//col.yz *= rot(a*1.3);
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col=abs(col);
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col=smoothstep(0,1,col);
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col=pow(col, vec3(.4545));
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out_color = vec4(col, 1);
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}
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