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https://github.com/CookieCollective/Live-Coding-Sources.git
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117 lines
2.3 KiB
GLSL
117 lines
2.3 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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float time = fGlobalTime;
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mat2 rot (float a)
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{return mat2(cos(a),sin(a),-sin(a),cos(a));}
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float tiktak (float per)
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{
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float tik = floor(time) + pow(fract(time), 3.);
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tik *= 3.*per;
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return tik;
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}
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float g = 0.;
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float megabass ()
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{
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return texture (texFFT, 0.5).r;
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}
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vec3 palette (float t, vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return a+b*cos(c*(t+d));
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}
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float stmin(float a, float b, float k, float n)
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{
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float st = k/n;
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float u = b-k;
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return min(min(a,b), 0.5 * (u+a+abs(mod(u-a+st, 2.*st)-st)));
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}
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float sphe (vec3 p, float r)
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{return length(p)-r;}
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float box (vec3 p, vec3 c)
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{return length(max(abs(p)-c,0.));}
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float prim1 (vec3 p)
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{
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p.xz *= rot(time);
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p.xy *= rot(time);
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return max(-sphe(p,1.3 +( sin(time)*0.5)), box(p,vec3(1.)) );
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}
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float fractal (vec3 p, int STP)
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{
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float c = prim1(p);
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for (int i = 0; i<STP; i++)
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{
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p = abs(p);
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p.xz *= rot(3.141592/4.);
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p.xy *= rot(3.141592/3.);
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p.x -= 2. + exp(-fract(time)+1.);
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p.z += sin(p.x*0.2);
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c = stmin(c, prim1(p),0.5, 3.);
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}
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return c;
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}
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float SDF (vec3 p)
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{
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p.xy *= rot(tiktak(0.5));
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float f = fractal(p, 4);
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g += f*0.5;
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return f;
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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(0.001,0.001, -30.+megabass()); vec3 p = ro;
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vec3 dir = normalize(vec3(uv,1.));
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float shad = 0.;
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for (float i=0.; i<64.; i++)
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{
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float d = SDF(p);
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if (d<0.001)
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{
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shad = i/64.;
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break;
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}
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p+= d*dir*0.8;
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}
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float t = length(ro-p);
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vec3 pal = palette(length(uv),
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vec3(0.5),
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vec3(0.5),
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vec3(5.),
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vec3(0.,0.8,0.8));
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vec3 c = (vec3(shad)*2.)*vec3(0.5, p.z, p.z);
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c = mix(c, pal, 1.-exp(-0.001*t*t));
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out_color = vec4 (c,1.);
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} |