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https://github.com/CookieCollective/Live-Coding-Sources.git
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112 lines
2.7 KiB
GLSL
112 lines
2.7 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 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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#define STEPS 50.
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#define PI 3.14159
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#define TAU (2.*PI)
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#define sdist(v,s) (length(v)-s)
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#define time fGlobalTime
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#define repeat(v,s) (mod(v,s)-s/2.)
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mat2 rot (float a) {
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float c=cos(a),s=sin(a);
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return mat2(c,-s,s,c);
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}
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void amod (inout vec2 p, float count) {
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float an = TAU/count;
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float a = atan(p.y,p.x)+an/2.;
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a = mod(a,an)-an/2.;
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p = vec2(cos(a),sin(a))*length(p);
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}
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float map (vec3 pos) {
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float scene = 1000.;
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pos.xz *= rot(length(pos)*.3);
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pos.xy *= rot(length(pos)*.2);
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pos.xz *= rot(time);
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pos.xy *= rot(time);
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vec3 p = pos;
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p.xz *= rot(p.y*.5);
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amod(p.xz, 5.);
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p.x -= 1. + .5 * sin(p.y+time);
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p.y = repeat(p.y+time*2., 1.);
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scene = sdist(p, .1);
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scene = min(scene, max(sdist(p.yz, .01),p.x));
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scene = min(scene, sdist(p.xz, .01));
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p = pos;
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p.y = repeat(p.y - time, 2.);
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float wave = 1. * sin(p.y*5.+time);
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//p.x = repeat(p.x, 5.);
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scene = min(scene, max(sdist(p.xz, 1.), abs(p.y)-.01));
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amod(p.xz, 5.);
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p.x -= .5;
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scene = max(scene, -sdist(p.xz, .2));
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p.x -= 1.;
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scene = min(scene, sdist(p.xy, .01));
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scene = min(scene, sdist(p.xz, .02));
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p = pos;
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amod(p.xz, 32.);
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p.x -= 2.;
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p.y = repeat(p.y, .5);
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p.x = repeat(p.x-time, 1.);
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scene = min(scene, sdist(p, .02));
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//scene = min(scene, sdist(p.xz, .01));
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p = pos;
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float pl = length(p)*2.-time*5.;
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float lod = 5.2;
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pl = floor(pl*lod)/lod;
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p.xy *= rot(pl);
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scene = min(scene, max(sdist(p.xz, 3.5), abs(p.y)-.001));
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p = pos;
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amod(p.xz, 3.);
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p.x -= 2.;
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p.x = repeat(p.x+ time, .2);
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//scene = min(scene, sdist(p.xz, .001));
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return scene;
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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 eye = vec3(0,0,-6);
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vec3 ray = normalize(vec3(uv, 1.));
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vec3 pos = eye;
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float shade = 0.;
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for (float i =0.; i <= 1.; i += 1./STEPS) {
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float dist = map(pos);
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if (dist < .001) {
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shade = 1.-i;
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break;
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}
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dist *= .9;
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pos += dist * ray;
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}
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vec4 color = vec4(1.);
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color *= shade;
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out_color = color;
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} |