Live-Coding-Sources/2017-11-25/01-lamogui.glsl
2017-11-26 17:25:13 +01:00

91 lines
2.1 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
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
/*
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 );
}*/
float bass()
{
float f = 0.0;
for (int i = 0; i < 32.0; ++i)
{
f = max(f, texture(texFFTIntegrated, float(i)/1024.0).x);
}
return f;
}
float b;
float bass2()
{
float f = 0.0;
for (int i = 0; i < 32.0; ++i)
{
f = max(f, texture(texFFTIntegrated, float(i)/1024.0).x);
}
return f / (32.0 * 1024.0);
}
float map(vec3 p)
{
float d = cos(p.x) + sin(p.y) + 0.1 * sin(25.0 * p.y + 0.1 * b) + cos(p.z);
return min (d, length(p.xy + 0.05 * vec2(0.2 + cos(p.z), - 8.0 + sin(p.z)) - 0.05)) ;
}
vec3 rm(vec3 ro, vec3 rd)
{
vec3 p = ro;
for (int i = 0 ; i < 16; ++i)
{
p += map(p) * rd * 0.8;
}
return p;
}
vec3 grad(vec3 p)
{
vec2 e = vec2(0.001, 0.0);
return normalize(vec3
(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
}
void main(void)
{
b = bass();
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec3 ro = vec3(0.0, 1.0, 2.0 * fGlobalTime + 10.0 * b);
vec3 rd = normalize(vec3(uv, 0.7 - length(uv)));
vec3 p = rm(ro, rd);
float s = exp(-distance(ro, p) * 0.1);
vec3 color = vec3(s);
vec3 n = grad(p);
color *= (n * 0.5 + 0.5).xzy;
vec3 p2 = rm(p + n * 0.1, reflect(rd, n));
vec3 n2 = grad(p2);
float s2 = exp(-distance(ro, p) * 0.1);
vec3 color2 = exp(-distance(ro, p) * 0.1) * (n2 * 0.5 + 0.5);
color = mix(color, color2, 0.1);
out_color = vec4(color, 1.0);
}