Live-Coding-Sources/2017-11-25/02-anton.glsl
2017-11-26 17:25:13 +01:00

106 lines
2.0 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
uniform sampler2D texChecker;
uniform sampler2D texNoise;
uniform sampler2D texTex1;
uniform sampler2D texTex2;
uniform sampler2D texTex3;
uniform sampler2D texTex4;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
#define rep(p,r) (mod(p + r/2.,r) - r/2.)
float sdSphere(vec3 p,float r)
{
return length(p) -r;
}
mat2 rot(float a)
{
float c = cos(a); float s = sin(a);
return mat2(c,-s,s,c);
}
float map(vec3 p)
{
p.yz *= rot(.3);
float a = atan(p.z,p.x);
p.y += 1. + sin(fGlobalTime + length(p * .1) );
float plane = p.y + 1.;
float d = length(p.xz);
p.xz *= rot(fGlobalTime *.2+ d * .01);
p.y += 1.5 * sin(d * 5 + fGlobalTime) * .1 +1.5;
p.xz = rep(p.xz, 4.);
float sp = sdSphere(p,1.);
return min(plane,sp);
}
vec3 normal(vec3 p)
{
vec2 e = vec2(.1,0.);
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)
{
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.,-10.);
vec3 rd = normalize(vec3(uv, 1.));
vec3 cp = ro;
float id = 0.;
for(float st = 0.; st < 1.; st += 1. / 128.)
{
float cd = map(cp);
if(cd < .01)
{
id = 1. - st;
break;
}
cp += rd * cd * .5;
}
vec3 norm = normal(cp);
vec3 ld = normalize(cp - vec3(10 * sin(-fGlobalTime),10,10*cos(-fGlobalTime)));
float light = clamp(dot(norm,ld),0.,1.);
float f = id;
vec4 base = vec4(.2,.14,.7,1.);
float l = light * id;
out_color = vec4(mix(vec4(1.),base,1. - l)) ;
}