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https://github.com/CookieCollective/Live-Coding-Sources.git
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134 lines
3.0 KiB
GLSL
134 lines
3.0 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 texNogozon;
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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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/*
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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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#define ID_SPHERE 1.0
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#define ID_BLACK 2.0
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#define ID_LIGHT 3.0
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#define mmin(v, d, i) (v.x > d ? vec2(d, i) : v)
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float sphere(vec3 p, vec3 pos, float id)
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{
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vec3 q = normalize(p - pos);
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return length(p - pos) - 1.0;
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}
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float cylinder(vec3 p)
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{
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return length(p.xz) - 0.3;
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}
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float modA(inout vec2 p, float n)
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{
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float l = length(p);
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float an = 3.141592 * 2.0 / n;
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float a = atan(p.y, p.x);
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float id = floor(a / an);
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a = mod(a, an) - 0.5 * an;
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p = vec2 (cos(a), sin(a)) * l;
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return id;
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}
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vec2 map(vec3 p)
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{
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float sd = 10000.0;
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vec2 v = vec2(cylinder(p), ID_LIGHT);
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for (int i = 0; i < 9; ++i)
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{
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vec3 q = p;
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float id = modA(q.xz, 10.0 + 5.0 * i);
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v = mmin(v, sphere(p, vec3(1.0 + 2.0 * i, 0.0, 0.0), id), ID_SPHERE);
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}
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v = mmin(v, sphere(p, vec3(0.0), 1.0), ID_SPHERE);
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return v;
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}
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vec4 rm(vec3 ro, vec3 rd)
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{
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//float d = 10000.0;
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vec3 p = ro;
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float id = ID_BLACK;
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for (int i = 0 ; i < 64 ; ++i)
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{
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vec2 d = map(p);
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if (abs(d.x) < 0.001)
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{
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id = d.y;
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break;
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}
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else if (d.x > 1000.0)
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break;
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p += rd * d.x * 0.8;
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}
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return vec4(p, id);
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}
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vec3 grad(vec3 p)
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{
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vec2 e = vec2(0.01, 0.0);
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return normalize(vec3(map(p + e.xyy).x - map(p - e.xyy).x, map(p + e.yxy).x - map(p - e.yxy).x, map(p + e.yyx).x - map(p - e.yyx).x));
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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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vec3 ro = vec3(0.0, 0.0 ,-3.0);
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vec3 rd = vec3(uv, 1.0);
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vec4 q = rm(ro, rd);
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vec3 p = q.xyz;
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float id = q.w;
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vec3 n = grad(p);
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vec3 color = vec3(exp(-distance(ro, p) * 0.1)); //* (n * 0.5 + 0.5);
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if (id == ID_LIGHT)
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color = vec3(1.0);
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else if (id == ID_SPHERE)
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color *= 0.1 * (n * 0.5 + 0.5);
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out_color = vec4(color, 1.0);
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/*
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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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out_color = f + t;*/
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} |