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Live-Coding-Sources/2021-04-16/03-tater.glsl
Jonathan Giroux 6f00934e7a Add 2021-04-16
2021-04-18 22:00:00 +02:00

92 lines
2.4 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 texTex1;
uniform sampler2D texTex2;
uniform sampler2D texTex3;
uniform sampler2D texTex4;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
float donut(vec3 p, vec2 t){ return length(vec2(length(p.xz)-t.x,p.y))-t.y;}
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))
vec2 Dist(vec3 p){
vec2 a = vec2(donut(p,vec2(1,0.5)),2.0);
vec2 b = vec2(length(p+vec3(0,1.0-abs(sin(fGlobalTime))*3.0,0))-0.5,1.0);
b = (b.x < a.x) ? b:a;
//a = vec2(length(p+vec3(0,5.0,0))-0.5,3.0);
//b = (b.x < a.x) ? b:a;
return b;
}
vec2 Dist2(vec3 p){
float t= mod(fGlobalTime,200.0);
t = fract(t)*fract(t)+floor(t);
vec3 p2 = p;
float modd = 45.0;
vec3 id = floor((p2+modd*0.5)/modd);
t+= id.x*2.0;
t+= id.z*2.0;
p2.yz*=rot(sin(t)*0.2);
p2.y +=sin(id.x+t)*12.0;
p2 = mod(p2+modd*0.5,modd)-modd*0.5;
for(int i = 0; i < 4; i++){
p2 = abs(p2)-vec3(2,1,1);
p2.xy *=rot(0.5);
p2.zy *=rot(0.5+sin(t)*2.0);
p2.zx *=rot(0.5);
}
return Dist(p2);
}
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);
float t = mod(fGlobalTime,200.0);
vec3 ro = vec3(t*3.0,0,-30);
vec3 rd = normalize(vec3(uv,1));
float dO = 0.0;
float shad = 0.0;
vec2 obj;
for(int i = 0; i <128; i++){
vec3 p = ro + rd*dO;
obj = Dist2(p);
dO += obj.x;
if(obj.x <0.001|| dO>300.0){
shad = float(i)/128.0;
break;
}
}
vec3 col = vec3(0);
if(obj.y == 1.0){
shad= 1.0-shad;
col = vec3(shad)*vec3(0.2,0.5,0.8);
}
if(obj.y == 2.0){
shad= shad;
col = vec3(shad)*vec3(0.8,0.2,0.9);
}
//if(obj.y == 3.0){
// shad= shad;
// col = vec3(shad)*vec3(1)*3.0;
//}
col = mix(col,vec3(0),clamp(dO/300.0,0,1));
out_color = vec4(col*2.0,0.0);
}