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https://github.com/CookieCollective/Live-Coding-Sources.git
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140 lines
3.0 KiB
GLSL
140 lines
3.0 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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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 rep(float p, float r)
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{
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float hr = r * .5;
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return mod(p + hr,r) - hr;
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}
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mat2 rot(float a)
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{
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float c = cos(a); float s = sin(a);
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return mat2(c,-s,s,c);
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}
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#define PI 3.14
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float map(vec3 pos)
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{
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float phi = asin(pos.z) + 1.0 * fGlobalTime;
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float theta = atan(pos.y, pos.x);
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float v = texture(texNoise, vec2(theta, phi)).x;
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return length(pos /*+ vec3(0.0, 0.05 * cos(10.0 * fGlobalTime + 50.0 * pos.y), 0.0)*/) - (0.5 + v * 0.1);
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/*
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pos.xy *= rot(.05 * pos.z);
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pos += 1.5 ;
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float t = fGlobalTime;
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float ft = floor(t);
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float mt = t - ft;
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t = ft + sin( mt * PI - PI/2.) * .5 + .5;
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float re = 3.;
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pos.xy *= rot(fGlobalTime * .3);
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pos.yz *= rot(fGlobalTime * .5);
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//pos.z += t * re;
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pos.z += fGlobalTime * 4.;
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pos.x = rep(pos.x , re);
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pos.y = rep(pos.y , re);
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pos.z = rep(pos.z , re);
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return min(min(length(pos.xy), length(pos.yz)),length(pos.xz))-.25;*/
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}
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vec3 normal(vec3 p)
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{
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vec2 e = vec2(.1,0.);
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return normalize(
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vec3(
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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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}
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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(0,0,-2);
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vec3 rd = normalize(vec3(uv,1));
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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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if (abs(d) < 0.01)
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{
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break;
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}
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p = p + rd * d;
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}
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vec3 color = vec3(exp(-distance(ro, p) * 0.7));
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float pi2 = 0.5 * 3.14159;
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float phi = asin(p.z) / pi2 + 1.0 * fGlobalTime;
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float theta = atan(p.y, p.x) / pi2;
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vec3 vcolor = texture(texTex2, vec2(theta, phi)).rgb;
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out_color = vec4(vcolor, 1);
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color += vcolor;
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/*
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float id = 0.;
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for(float st = 0.; st < 1.; st += 1. / 128.)
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{
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float cd = map(cp);
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if(cd < .01)
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{
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id = 1. - st;
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break;
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}
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cp += rd * cd * .5;
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}
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float f = id;
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vec3 ld = normalize(cp - vec3(0));
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vec3 norm = normal(cp);
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out_color = vec4(f * clamp(dot(norm, ld),0.,1.) * 1.5);
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out_color *= 4.;
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out_color = floor(out_color);
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out_color /= 4.;*/
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} |