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104 lines
2.6 KiB
GLSL
104 lines
2.6 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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float o(vec3 p)
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{
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return cos(p.x) + cos(p.y*.5) + cos(p.z) + cos(p.y*20. + fGlobalTime)*.1 + texture(texNoise, p.xy*.1).r*2. ;
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}
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float water( vec3 p)
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{
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float d = p.y + texture(texNoise, p.xz*.1+vec2(fGlobalTime*.01)).r*.1+ texture(texNoise, p.xz*.1-vec2(fGlobalTime*.05)).r*.1;
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d = min(d, mix(length(p-vec3(0.,1.,fGlobalTime+5.)) - 1., length(p.xy-vec2(sin(p.z),1.+cos(p.z))) - .5, cos(fGlobalTime)*.5+.5));
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return d;
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}
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float map( vec3 p)
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{
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float d = min(o(p), water(p));
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return d;
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}
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vec3 rm( vec3 ro ,vec3 rd)
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{
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vec3 p = ro;
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for(int i=0; i<64; i++)
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{
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float d = map(p);
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p += rd *d;
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}
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return p;
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}
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vec3 normal( vec3 p)
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{
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vec2 eps = vec2(0.01, 0.);
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vec3 n;
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n.x = map(p) - map(p+eps.xyy);
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n.y = map(p) - map(p+eps.yxy);
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n.z = map(p) - map(p+eps.yyx);
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return normalize(n);
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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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vec3 shade( vec3 ro, vec3 rd, vec3 n, vec3 p)
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{
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vec3 col = vec3(0.);
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col += vec3(1.) * max(0., dot(n, normalize(vec3(1.,1.,1.))))*.5;
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vec3 fog = mix(vec3(cos(fGlobalTime)*.5+.5, .7, .5), vec3(0.,.7,1.5), rd.x) * (length(p-ro)*.05 );;
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col += fog;
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return col;
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}
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mat2 rot( float v)
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{
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float a = cos(v);
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float b = sin(v);
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return mat2( a,-b,b,a);
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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., 1., fGlobalTime);
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vec3 rd = normalize( vec3(uv, 1.) );
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rd.xy = rot(fGlobalTime*.1) * rd.xy;
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vec3 p = rm(ro ,rd);
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vec3 n = normal(p);
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vec3 col = shade(ro,rd,n,p);
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for(int i=0; i<3; i++)
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if(water(p)<.1)
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{
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rd = reflect( rd, n);
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p += rd*.1;
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ro = p;
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p = rm(ro,rd);
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n = normal(p);
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col = vec3(0.5,.7,1.) * shade(ro,rd,n,p);
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}
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out_color = vec4(col, 1.);
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} |