Live-Coding-Sources/2017-11-25/04-lamogui.glsl
2017-11-26 17:25:13 +01:00

98 lines
2.2 KiB
GLSL

#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texChecker;
uniform sampler2D texNoise;
uniform sampler2D texTex1;
uniform sampler2D texTex2;
uniform sampler2D texTex3;
uniform sampler2D texTex4;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
float bass()
{
float f = 0.0;
for (int i = 0 ; i < 64; ++i)
{
f += texture(texFFTIntegrated, float(i)/1024.0).x;
}
return f;
}
float bass2()
{
float f = 0.0;
for (int i = 0 ; i < 32; ++i)
{
f += texture(texFFT, float(i)/1024.0).x;
}
return f;
}
int id = 0;
float b = 0.0;
float map(vec3 p)
{
vec3 u = vec3(0.0, 2.0, 2.0 + fGlobalTime);
vec3 o = p - u;
vec2 t = vec2(atan(p.y, p.x), asin(p.z)) + 0.05 * b;
float v = texture(texNoise, t).x;
float d = length(p - u) - 0.5 + 0.6 * v;
float d2 = cos(p.x) + sin(p.y) +cos(p.z) + 0.2 * bass2() * cos(p.y * 20.0);
if (d2 < d)
id = 1;
return min(d,d2);
}
float occ = 1.0;
vec3 rm(vec3 ro, vec3 rd)
{
vec3 p = ro;
for (int i = 0; i < 64; ++i)
{
float d = map(p);
if (abs(d) < 0.01)
{
occ = i / 64.0;
break;
}
p += rd * d * 0.8;
}
return p;
}
void main(void)
{
b = bass();
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec3 ro = vec3(0.0, 2.0, fGlobalTime);
vec3 rd = normalize(vec3(uv, 1.0));
vec3 p = rm(ro, rd);
vec3 color = vec3(exp(-distance(ro, p) * 0.1));
vec3 u = vec3(0.0, 2.0, 200.0 * b);
vec3 o = p - u;
vec2 t = vec2(atan(p.y, p.x), asin(p.z)) + 0.1 * b;
vec3 vcolor = texture(texChecker, t).rgb;
vec3 v2color = texture(texTex4, t).rgb;
//if (id == 1)
// color *= vcolor * (1.0 - occ);
// else
color *= (vcolor * 0.7 + 0.5 * v2color) * (1.0 - occ);
out_color = vec4(color, 1.0);
}