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https://github.com/CookieCollective/Live-Coding-Sources.git
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130 lines
2.9 KiB
GLSL
130 lines
2.9 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 sat(a) clamp(a, 0., 1.)
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float _sqr(vec2 uv, vec2 s)
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{
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vec2 l = abs(uv)-s;
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return max(l.x,l.y);
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}
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float _time;
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mat2 r2d(float a) { float c = cos(a), s = sin(a); return mat2(c, -s, s, c);}
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vec4 map2d(vec2 p)
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{
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float acc = 100.;
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vec3 col;
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for (int i = 0; i < 15; ++i)
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{
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float th = 0.01+0.01*float(i);
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float sqr = abs(_sqr(p*r2d(sin(float(i)+_time*.5)), vec2(.05)*float(i+.5)))-th;
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if (sqr < 0.)
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{
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if (i == 0)
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col = vec3(1.,1.,1.);
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if (i == 1)
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col = vec3(1.,.5,0.5);
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if (i == 2)
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col = vec3(1.,.5,0.8);
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if (i == 3)
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col = mix(vec3(.5), vec3(1.,.9,0.8), sat(sin((p.x+p.y)*155.+_time)*50.));
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}
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acc = min(acc, sqr);
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}
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return vec4(acc, col);
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}
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vec3 getCam(vec3 rd, vec2 uv)
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{
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float fov = 1.;
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vec3 r = normalize(cross(rd, vec3(0.,1.,0.)));
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vec3 u = normalize(cross(rd, r));
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return normalize(rd+fov*(r*uv.x+u*uv.y));
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}
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float _cube(vec3 p, vec3 s)
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{
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vec3 l = abs(p)-s;
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l.xy *= r2d(_time);
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l = abs(l)-s;
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l.xz *= r2d(_time);
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return max(l.x, max(l.y,l.z));
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}
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vec2 map(vec3 p)
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{
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p.xy *= r2d(_time);
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p.xz *= r2d(_time*.5);
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vec2 cube = vec2(_cube(p, vec3(.5)), 0.);
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return cube;
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}
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vec3 trace(vec3 ro, vec3 rd, int steps)
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{
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vec3 p = ro;
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for (int i = 0; i< steps;++i)
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{
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vec2 res = map(p);
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if (res.x < 0.01)
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return vec3(res.x, distance(p, ro), res.y);
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p += rd*res.x;
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}
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return vec3(-1.);
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}
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vec3 norm(float d, vec3 p)
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{
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vec2 e = vec2(0.01,0.);
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return normalize(vec3(d)-vec3(map(p+e.xyy).x, map(p+e.yxy).x, map(p+e.yyx).x));
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}
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vec3 rdr(vec2 uv)
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{
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float shp = 400.;
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vec3 col = vec3(.1)+texture(texTex2, uv).xxx*.1;
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vec4 res = map2d(uv*2.);
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col = mix(col, res.yzw, 1.-sat(shp*res.x));
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vec3 ro = vec3(0.,0.,-5.);
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vec3 ta = vec3(0.,0.,0.);
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vec3 rd = normalize(ta-ro);
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rd = getCam(rd, uv);
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vec3 r = trace(ro,rd,256);
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if (r.y > 0.)
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{
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vec3 p = ro +rd*res.y;
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vec3 n = norm(res.x, p);
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col += mix(vec3(1.,.5,.25), vec3(p.xzy), p.x);
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}
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return col;
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}
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void main(void)
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{
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_time = fGlobalTime;
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vec2 uv = (gl_FragCoord.xy-vec2(.5)*v2Resolution.xy)/v2Resolution.xx;
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vec3 col;
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col = rdr(uv);
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col = rdr(uv*.5)*.5;
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col = rdr(uv*vec2(-1.,1.)*2.*mix(1.,1.5,mod(_time, 1.5)));
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out_color = vec4(col, 1.);
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}
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