Live-Coding-Sources/2018-03-07/04-anton.frag
2018-04-22 13:40:49 +02:00

94 lines
1.9 KiB
GLSL

precision mediump float;
uniform float time;
uniform vec2 resolution;
float sdSphere (vec3 p, float r) { return length(p) - r; }
mat2 rot(float a)
{
float c = cos(a);float s = sin(a);
return mat2(c,s,-s,c);
}
float map (vec3 pos) {
float scene = 1000.;
pos.xy *= rot(pos.z * .025);
pos.xy *= rot(pos.z * .1 + time * 1.1);
pos.x -= 10.;
pos.x = abs(pos.x);
pos.z = mod(pos.z + 1., 2.) - 1.;
vec3 cp = abs(pos);
vec3 cp1 = cp + vec3(1.,0.,0.) * 3.;
vec3 cp2 = cp + vec3(-1.,0.,0.)* 3.;
vec3 cp3 = cp + vec3(0.,1.,0.)* 3.;
vec3 cp4 = cp + vec3(0.,-1.,0.) * 3.;
float decal = sin(time * 1. + pos.z * 5. + pos.x * .1) *.5 + .5;
decal = decal * .5 + .5;
float c = max(max(cp1.x,cp1.y),cp1.z)-decal;
scene = min(scene, c);
c = max(max(cp2.x,cp2.y),cp2.z)-decal;
scene = min(scene, c);
c = max(max(cp3.x,cp3.y),cp3.z)-decal;
scene = min(scene, c);
c = max(max(cp4.x,cp4.y),cp4.z)-decal;
scene = min(scene, c);
return scene;
}
vec3 dumbCol(float d)
{
return vec3(sin(d * .1) * .5 + .5, cos(d * .25) * .5 + .5, cos(d * 1.) *.5 + .5);
}
vec3 lookAt (vec3 eye, vec3 at, vec2 uv) {
vec3 forward = normalize(at - eye);
vec3 right = normalize(cross(forward, vec3(0,1,0)));
vec3 up = normalize(cross(right, forward));
return normalize(forward + right * uv.x + up * uv.y);
}
void main () {
vec2 uv = (gl_FragCoord.xy-.5*resolution.xy)/resolution.y;
vec3 eye = vec3(5.5,2.,-time * 3. + sin(time * 2.) * .5 + .5);
uv.x = abs(uv.x);
vec3 ray = lookAt(eye, vec3(0), uv);
vec3 pos = eye;
float shade = 0.;
for (float i = 0.; i <= 1.; i += 1./60.) {
float dist = map(pos);
if (dist < .001) {
shade = 1.-i;
break;
}
pos += dist * ray;
}
vec3 color = vec3(1.);
color *= shade;
float c = length(uv - vec2(.05,.0));
float t = fract(time * .3) * 5.;
c = step(c, .05 + t) -step(c, .03 + t);
gl_FragColor = vec4(dumbCol(pos.z) * color + c, 1);
}