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74 lines
1.9 KiB
GLSL
74 lines
1.9 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 texKC;
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uniform sampler2D texNoise;
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uniform sampler2D texPegasus;
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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 x = 0.2;
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//mat3 rot(cos(x),-sin(x),0, sin(x),cos(x),0,0,0,1);
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float sphere (vec3 pos, float r)
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{
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return length(pos) - r;
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}
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float box (vec3 m, vec3 t)
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{
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return length(max(abs(m)-t,0.0));
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}
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float map (vec3 pos)
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{
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return sphere(pos,1.0);
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//return max(-sphere(pos,0.3), box(pos,vec3(0.0,0.0,0.0)));
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}
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/*vec4 plas( vec2 v, float time )
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{
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float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
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}*/
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void main()
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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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vec3 pos = vec3 (uv,-5.0);
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vec3 dir = normalize(vec3(uv,1.0));
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float prout = 0.001;
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float STEP = 250.0;
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/*vec2 m;
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m.x = atan(uv.x / uv.y) / 3.14;
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m.y = 1 / length(uv) * .2;
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float d = m.y;
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float f = texture( texFFT, d ).r * 100;
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m.x += sin( fGlobalTime ) * 0.1;
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m.y += fGlobalTime * 0.25;
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vec4 t = plas( m * 3.14, fGlobalTime ) / d;
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t = clamp( t, 0.0, 1.0 );*/
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float cd = 0;
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for (cd = 0; cd < STEP; cd++)
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{
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float d = map(pos);
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if (cd < prout)
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break;
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pos += dir*d;
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}
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float ratio = cd/STEP;
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out_color = vec4(pos,1.0);
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} |