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79 lines
1.8 KiB
GLSL
79 lines
1.8 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 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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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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float map(vec3 pos)
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{
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float sph = length(pos) - 1.;
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float pla = pos.y + 1. + sin(pos.z - fGlobalTime)*.1;
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pos.x = abs(pos.x);
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pos.z += fGlobalTime * 2. + (sin(fGlobalTime * 3.14159 ) * .5 + .5) * .1;
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pos.z = mod(pos.z + 2., 4.) - 2.;
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pos.x -= 3.;
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pos.xy *= rot(-.65);
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float cy = length(pos.xz) - .25;
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return min(min(sph, pla),cy);
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}
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float rayCast(vec3 ro,vec3 rd)
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{
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vec3 cp = ro;
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float s = 0.;
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for(;s < 1.; s += 1. / 64.)
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{
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float cd = map(cp);
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if(cd < .01)
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break;
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cp += cd * rd * .75;
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}
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return s;
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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.,2.,-10.);
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vec3 rd = vec3(uv,1.);
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rd.yz *= rot(.1);
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float beat = exp(-mod(fGlobalTime * 10., 10.));
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beat *= .05;
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float r = rayCast(ro, rd + vec3(1.) * beat);
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float g = rayCast(ro, rd + vec3(1.,-1.,1.) * beat);
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float b = rayCast(ro, rd + vec3(1.,1.,-1.) * beat);
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float f = 1. - rayCast(ro, rd);
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out_color = vec4(r,g,b,1.);
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out_color = out_color * sin(fGlobalTime) * .5 + .5;
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} |