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https://github.com/CookieCollective/Live-Coding-Sources.git
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92 lines
2.4 KiB
GLSL
92 lines
2.4 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 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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float donut(vec3 p, vec2 t){ return length(vec2(length(p.xz)-t.x,p.y))-t.y;}
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#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))
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vec2 Dist(vec3 p){
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vec2 a = vec2(donut(p,vec2(1,0.5)),2.0);
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vec2 b = vec2(length(p+vec3(0,1.0-abs(sin(fGlobalTime))*3.0,0))-0.5,1.0);
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b = (b.x < a.x) ? b:a;
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//a = vec2(length(p+vec3(0,5.0,0))-0.5,3.0);
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//b = (b.x < a.x) ? b:a;
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return b;
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}
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vec2 Dist2(vec3 p){
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float t= mod(fGlobalTime,200.0);
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t = fract(t)*fract(t)+floor(t);
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vec3 p2 = p;
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float modd = 45.0;
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vec3 id = floor((p2+modd*0.5)/modd);
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t+= id.x*2.0;
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t+= id.z*2.0;
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p2.yz*=rot(sin(t)*0.2);
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p2.y +=sin(id.x+t)*12.0;
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p2 = mod(p2+modd*0.5,modd)-modd*0.5;
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for(int i = 0; i < 4; i++){
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p2 = abs(p2)-vec3(2,1,1);
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p2.xy *=rot(0.5);
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p2.zy *=rot(0.5+sin(t)*2.0);
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p2.zx *=rot(0.5);
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}
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return Dist(p2);
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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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float t = mod(fGlobalTime,200.0);
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vec3 ro = vec3(t*3.0,0,-30);
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vec3 rd = normalize(vec3(uv,1));
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float dO = 0.0;
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float shad = 0.0;
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vec2 obj;
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for(int i = 0; i <128; i++){
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vec3 p = ro + rd*dO;
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obj = Dist2(p);
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dO += obj.x;
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if(obj.x <0.001|| dO>300.0){
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shad = float(i)/128.0;
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break;
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}
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}
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vec3 col = vec3(0);
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if(obj.y == 1.0){
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shad= 1.0-shad;
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col = vec3(shad)*vec3(0.2,0.5,0.8);
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}
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if(obj.y == 2.0){
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shad= shad;
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col = vec3(shad)*vec3(0.8,0.2,0.9);
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}
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//if(obj.y == 3.0){
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// shad= shad;
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// col = vec3(shad)*vec3(1)*3.0;
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//}
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col = mix(col,vec3(0),clamp(dO/300.0,0,1));
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out_color = vec4(col*2.0,0.0);
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}
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