Live-Coding-Sources/2017-06-22/02-flopine.glsl
2017-11-22 22:22:09 +01:00

74 lines
1.9 KiB
GLSL

#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
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 texChecker;
uniform sampler2D texKC;
uniform sampler2D texNoise;
uniform sampler2D texPegasus;
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 x = 0.2;
//mat3 rot(cos(x),-sin(x),0, sin(x),cos(x),0,0,0,1);
float sphere (vec3 pos, float r)
{
return length(pos) - r;
}
float box (vec3 m, vec3 t)
{
return length(max(abs(m)-t,0.0));
}
float map (vec3 pos)
{
return sphere(pos,1.0);
//return max(-sphere(pos,0.3), box(pos,vec3(0.0,0.0,0.0)));
}
/*vec4 plas( vec2 v, float time )
{
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
}*/
void main()
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec3 pos = vec3 (uv,-5.0);
vec3 dir = normalize(vec3(uv,1.0));
float prout = 0.001;
float STEP = 250.0;
/*vec2 m;
m.x = atan(uv.x / uv.y) / 3.14;
m.y = 1 / length(uv) * .2;
float d = m.y;
float f = texture( texFFT, d ).r * 100;
m.x += sin( fGlobalTime ) * 0.1;
m.y += fGlobalTime * 0.25;
vec4 t = plas( m * 3.14, fGlobalTime ) / d;
t = clamp( t, 0.0, 1.0 );*/
float cd = 0;
for (cd = 0; cd < STEP; cd++)
{
float d = map(pos);
if (cd < prout)
break;
pos += dir*d;
}
float ratio = cd/STEP;
out_color = vec4(pos,1.0);
}