Live-Coding-Sources/2017-06-22/03-lamogui.glsl
2017-11-22 22:22:09 +01:00

70 lines
1.5 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 s(vec3 p)
{
float theta = atan(p.z, p.x);
float phi = asin(p.z);
vec2 t = abs(vec2(phi, theta) / 3.1415);
t += fGlobalTime * 0.1;
return length(p) - .5 * (1.0 + 0.3 * texture(texNoise, t).x - 0.1*sin(mod(p.y, 3.1415*2.0) + fGlobalTime )) ;
}
float plane(vec3 p)
{
return distance(p.y, -1.0);
}
float map(vec3 p)
{
float d = s(p);
d= min(d, plane(p));
return d;
}
vec3 rm(vec3 ro, vec3 rd)
{
vec3 p = ro;
for (int i = 0 ; i < 96; ++i)
{
float d = map(p);
if (abs(d) < 0.01)
break;
p += rd * d *0.9;
}
return p;
}
void main()
{
vec2 v = gl_FragCoord.xy / v2Resolution;
vec2 uv = v * 2.0 - 1.0;
uv.x *= v2Resolution.x/v2Resolution.y;
vec3 ro = vec3(0, 0, -1.0);
vec3 rd = vec3(uv, 1.0);
vec3 p = rm(ro, rd);
float d = distance(ro, p);
out_color = vec4(vec3(exp(-d)), 1.0);
}