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https://github.com/CookieCollective/Live-Coding-Sources.git
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84 lines
2.1 KiB
GLSL
84 lines
2.1 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 texNogozon;
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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 rep(float p, float r)
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{
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return mod(p + r/2,r) - r/2;
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}
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float map(vec3 p)
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{
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vec3 p2 = p;
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p2.yz *= rot( p2.z * .00005 + sin(p2.z *-.15- fGlobalTime * .2) * .1);
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float f1 = 4-max(distance(p2.x,0),distance(p2.y,0));//distance(p,vec3(0,0,0)) -1;
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float f3 = 4-max(distance(p2.x,0),distance(p2.y,0));
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p2.z += fGlobalTime * 10;
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vec3 p3 = p2;
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p3.x = abs(p3.x);
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float f5 = (2 + sin(p3.z * .3)) - distance(p3.xy, vec2(4,0));
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p2.z = rep(p2.z, 10);
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p2.x = abs(p2.x );
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float f2 = distance(p2, vec3(0,-1 + abs(p .x),0)) - 1;
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float f4 = distance(p2.yz , vec2(-5,0)) - 1.5;
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f1 = max(f1,f5);
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return min(min(f1,f2),f4);
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}
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vec3 norm(vec3 p)
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{
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vec2 e = vec2(.1,0);
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return normalize(vec3(
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map(p - e.xyy) - map(p + e.xyy),
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map(p - e.yxy) - map(p + e.yxy),
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map(p - e.yyx) - map(p + e.yyx)
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));
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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(0,1,-5);
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vec3 rd = normalize(vec3(uv.xy,1));
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float ST = 128;
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float st = 0.;
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float cd = 0;
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vec3 cp = ro;
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for(;st < ST;st++)
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{
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cd = map(cp);
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if(cd < .001)
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break;
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cp += cd * rd * .5;
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}
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vec3 light = vec3(0,0,25 + sin(fGlobalTime) * 10);
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vec3 lDir = normalize(cp - light);
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float lum = clamp(dot(norm(cp),lDir),0,1);
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float dist = distance(ro,cp);
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float f= dist / 50;
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out_color = vec4(lum);
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} |