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https://github.com/CookieCollective/Live-Coding-Sources.git
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98 lines
2.2 KiB
GLSL
98 lines
2.2 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 bass()
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{
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float f = 0.0;
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for (int i = 0 ; i < 64; ++i)
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{
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f += texture(texFFTIntegrated, float(i)/1024.0).x;
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}
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return f;
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}
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float bass2()
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{
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float f = 0.0;
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for (int i = 0 ; i < 32; ++i)
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{
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f += texture(texFFT, float(i)/1024.0).x;
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}
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return f;
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}
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int id = 0;
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float b = 0.0;
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float map(vec3 p)
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{
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vec3 u = vec3(0.0, 2.0, 2.0 + fGlobalTime);
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vec3 o = p - u;
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vec2 t = vec2(atan(p.y, p.x), asin(p.z)) + 0.05 * b;
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float v = texture(texNoise, t).x;
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float d = length(p - u) - 0.5 + 0.6 * v;
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float d2 = cos(p.x) + sin(p.y) +cos(p.z) + 0.2 * bass2() * cos(p.y * 20.0);
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if (d2 < d)
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id = 1;
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return min(d,d2);
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}
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float occ = 1.0;
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vec3 rm(vec3 ro, vec3 rd)
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{
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vec3 p = ro;
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for (int i = 0; i < 64; ++i)
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{
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float d = map(p);
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if (abs(d) < 0.01)
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{
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occ = i / 64.0;
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break;
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}
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p += rd * d * 0.8;
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}
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return p;
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}
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void main(void)
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{
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b = bass();
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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(0.0, 2.0, fGlobalTime);
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vec3 rd = normalize(vec3(uv, 1.0));
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vec3 p = rm(ro, rd);
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vec3 color = vec3(exp(-distance(ro, p) * 0.1));
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vec3 u = vec3(0.0, 2.0, 200.0 * b);
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vec3 o = p - u;
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vec2 t = vec2(atan(p.y, p.x), asin(p.z)) + 0.1 * b;
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vec3 vcolor = texture(texChecker, t).rgb;
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vec3 v2color = texture(texTex4, t).rgb;
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//if (id == 1)
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// color *= vcolor * (1.0 - occ);
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// else
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color *= (vcolor * 0.7 + 0.5 * v2color) * (1.0 - occ);
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out_color = vec4(color, 1.0);
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} |