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https://github.com/CookieCollective/Live-Coding-Sources.git
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144 lines
2.7 KiB
GLSL
144 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 texKC;
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uniform sampler2D texNoise;
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uniform sampler2D texPegasus;
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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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#define time fGlobalTime
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float sph(vec3 p, float r) {
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return length(p)-r;
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}
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float cyl(vec2 p, float r) {
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return length(p)-r;
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}
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mat2 rot(float a) {
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float co=cos(a);
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float so = sin(a);
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return mat2(co,so,-so,co);
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}
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vec3 rep(vec3 p, vec3 s) {
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return (fract(p/s+.5)-0.5)*s;
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}
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float map(vec3 p, inout float v) {
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vec3 r1 = rep(p, vec3(10.0));
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float d = sph(r1, 0.5);
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d = max(d, -cyl(p.xy,0.3));
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for(int i=0; i<13; ++i) {
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float a = i * sin(time + cos(time)*0.3);
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float j = sin( time*0.1)*1.0;
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vec3 l =p + vec3(cos(a)*j,sin(a)*j, 0.2);
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vec3 k =l;
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k.xz *= rot(time*0.1);
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d = min(d, sph(k,0.0));
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}
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v = 0.0;
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for(int i=0; i<13; ++i) {
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vec3 r2 = rep(p, vec3(5.0));
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vec3 sp = r2 + vec3(sin(time),0,0);
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sp.xy *= rot(0.3 * sin(time*i + i *1243.5467));
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sp.yz *= rot(0.3 * sin(time*0.3*i + i *1243.5467));
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d = min(d, cyl(sp.xz,0.1));
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}
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return d;
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}
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vec3 norm(vec3 p) {
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float v=0.0;
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float base = map(p,v);
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vec2 off = vec2(0.0,0.01);
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return normalize(vec3(base-map(p-off.yxx,v),base-map(p-off.xyx,v),base-map(p-off.xxy,v)));
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}
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vec3 march(vec3 ro, vec3 rd) {
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vec3 col = vec3(0.0);
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float e=0.0;
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vec3 p = ro;
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for(int i=0;i<200; ++i) {
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float v = 0.0;
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float d = map(p,v);
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if(d<0.0001) {
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vec3 n = norm(p);
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float lum = dot(n, normalize(-vec3(0.7)))*0.8+0.2;
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float depth = length(p-ro);
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col = vec3(10.0/(depth));
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break;
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}
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e += 0.0001/d;
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p+=d*rd;
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}
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col += e * vec3(0.0,0.2,1.0);;
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return col;
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}
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void main(void)
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{
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vec2 uv = vec2(2.0*gl_FragCoord.x / v2Resolution.x - 1.0, 1.0-2.0*gl_FragCoord.y / v2Resolution.y);
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uv.y *= v2Resolution.y / v2Resolution.x;
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vec3 ro = vec3(0,0,-3);
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vec3 rd = normalize(vec3(uv, 1.0));
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vec3 col = march(ro,rd);
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out_color = vec4(col, 1.0);
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} |