mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
synced 2025-02-02 02:49:50 +01:00
91 lines
2.1 KiB
GLSL
91 lines
2.1 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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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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float bass()
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{
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float f = 0.0;
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for (int i = 0; i < 32.0; ++i)
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{
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f = max(f, texture(texFFTIntegrated, float(i)/1024.0).x);
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}
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return f;
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}
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float b;
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float bass2()
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{
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float f = 0.0;
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for (int i = 0; i < 32.0; ++i)
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{
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f = max(f, texture(texFFTIntegrated, float(i)/1024.0).x);
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}
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return f / (32.0 * 1024.0);
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}
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float map(vec3 p)
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{
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float d = cos(p.x) + sin(p.y) + 0.1 * sin(25.0 * p.y + 0.1 * b) + cos(p.z);
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return min (d, length(p.xy + 0.05 * vec2(0.2 + cos(p.z), - 8.0 + sin(p.z)) - 0.05)) ;
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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 < 16; ++i)
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{
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p += map(p) * rd * 0.8;
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}
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return p;
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}
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vec3 grad(vec3 p)
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{
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vec2 e = vec2(0.001, 0.0);
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return normalize(vec3
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(
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map(p + e.xyy) - map(p - e.xyy),
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map(p + e.yxy) - map(p - e.yxy),
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map(p + e.yyx) - map(p - e.yyx)
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));
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}
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void main(void)
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{
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b = bass();
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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, 1.0, 2.0 * fGlobalTime + 10.0 * b);
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vec3 rd = normalize(vec3(uv, 0.7 - length(uv)));
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vec3 p = rm(ro, rd);
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float s = exp(-distance(ro, p) * 0.1);
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vec3 color = vec3(s);
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vec3 n = grad(p);
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color *= (n * 0.5 + 0.5).xzy;
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vec3 p2 = rm(p + n * 0.1, reflect(rd, n));
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vec3 n2 = grad(p2);
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float s2 = exp(-distance(ro, p) * 0.1);
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vec3 color2 = exp(-distance(ro, p) * 0.1) * (n2 * 0.5 + 0.5);
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color = mix(color, color2, 0.1);
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out_color = vec4(color, 1.0);
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} |