Live-Coding-Sources/2018-06-02/01-xtrium.glsl
2018-06-02 21:56:46 +02:00

100 lines
2.3 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 EPS .005
float map(vec3 p)
{
float wp = p.y;
mat2 r = mat2(cos(fGlobalTime * .1), sin(fGlobalTime * .1), -sin(fGlobalTime * .1), cos(fGlobalTime * .1));
vec3 pp = p;
pp.xz = r * pp.xz;
pp.zx = r * pp.xy;
wp += (0.15 + 0.0001 * sin(fGlobalTime * 0.33)) * -abs(sin(pp.x * (10. + 4. * p.x)));
return wp + 0.3 * sin(cos(p.z) * 3.14159);
}
vec3 normal(vec3 p)
{
vec2 e = vec2(0., EPS);
return normalize(vec3(map(p + e.yxx) - map(p - e.yxx), map(p + e.xyx) - map(p - e.xyx), map(p + e.xxy) - map(p - e.xxy)));
}
bool rm(vec3 ro, vec3 rd, out float tOut)
{
float t = EPS;
for(int i = 0; i < 128; ++i)
{
float d = map(ro+rd * t);
if(d < EPS)
{
tOut = t;
return true;
}
if(t > 128.0)
return false;
t += d;
}
return false;
}
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, 1.0, 5.0);
vec3 rd = normalize(vec3(uv, -1.5));
vec3 sc = vec3(0.25, 0.1, clamp(uv.y, 0.0, 1.0));
out_color.rgb = sc;
float tOut = 0.;
if(rm(ro, rd, tOut))
{
vec3 col1 = normal(ro + tOut * rd);
ro = ro + rd * tOut - EPS * 2.;
rd = reflect(rd, col1);
float sf = pow(dot(-rd, col1), 5.);
vec3 col2 = out_color.rgb;
float tOut2 = 0.;
if(rm(ro, rd, tOut2))
{
col2 = normal(ro + tOut * rd);
float d = pow(dot(-rd, col1), 5.);
col1 = mix(col1, col2, 1.-d);
}
float diff = dot(col1, normalize(ro + rd * tOut2));
out_color = mix(vec4(vec3(diff), 1.) + sc * (1.-diff), out_color, clamp(tOut / 32., 0., 1.));
}
}