mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
synced 2025-02-02 02:49:50 +01:00
112 lines
2.2 KiB
GLSL
112 lines
2.2 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
|
|
|
|
vec4 plas( vec2 v, float time )
|
|
{
|
|
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
|
|
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
|
|
}
|
|
|
|
|
|
#define time fGlobalTime
|
|
|
|
mat2 r2d(float a){float c=cos(a),s=sin(a);return mat2(c,s,-s,c);}
|
|
|
|
float re(float p,float d){return mod(p-d*.5,d)-d*.5;}
|
|
|
|
void amod(inout vec2 p,float d){float a=re(atan(p.x,p.y),d);p=vec2(cos(a),sin(a))*length(p);}
|
|
|
|
float sc(vec3 p,float d){
|
|
p=abs(p);
|
|
p=max(p,p.yzx);
|
|
return min(p.x,min(p.y,p.z))-d;
|
|
}
|
|
|
|
void mo(inout vec2 p,vec2 d){
|
|
p.x=abs(p.x)-d.x;
|
|
p.y=abs(p.y)-d.y;
|
|
if(p.y>p.x)p.yx=p;
|
|
}
|
|
|
|
float g=0.;
|
|
float de(vec3 p){
|
|
float t=time*4.;
|
|
//p.y+=.5;
|
|
float s=t*.1+sin(t)*.1;
|
|
|
|
|
|
p.xy*=r2d(time);//.77+s*2.5);
|
|
|
|
//p.xz*=r2d(.77+s*2.5);
|
|
//p.xy*=r2d(.77+s*2.5);
|
|
|
|
p.xy*=r2d(p.z*.1);
|
|
|
|
p.z=re(p.z,2);
|
|
|
|
amod(p.xy,6.28/5.);
|
|
|
|
mo(p.xz,vec2(.3, 1.3));
|
|
mo(p.xy,vec2(2.2, 1.5+sin(.77+t*.5)*.2));
|
|
|
|
float sc2 =sc(p,1.3);
|
|
|
|
amod(p.xy,6.28/3.4);
|
|
|
|
|
|
|
|
mo(p.xy,vec2(1.3, .2));
|
|
|
|
//p.x=abs(p.x)-1;
|
|
//p.y=abs(p.y)-1;
|
|
|
|
float d= sc(p,.4);
|
|
|
|
d=max(d,-sc2);
|
|
|
|
g+=.01/(.02+d*d);
|
|
return d;
|
|
return dot(p,normalize(sign(p)))-.6;
|
|
}
|
|
|
|
|
|
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,-3+time*4);
|
|
vec3 rd=normalize(vec3(uv,1));
|
|
|
|
float t=0,i=0;
|
|
vec3 p;
|
|
for(;i<1;i+=.01){
|
|
p=ro+rd*t;
|
|
float d=de(p);
|
|
//if(d<.001)break;
|
|
d=max(abs(d),.02);
|
|
t+=d*.4;
|
|
}
|
|
|
|
vec3 c =mix(vec3(.7,.3,.4),vec3(.1,.4,.2),uv.x+i);
|
|
c+=g*.02;
|
|
c.r+=sin(p.z)*.3;
|
|
c=mix(c,vec3(.2,.1,.2),1-exp(-.01*t*t));
|
|
c*=1.2;
|
|
out_color = vec4(c,1);
|
|
} |