Live-Coding-Sources/2017-11-25/extra-shex-2.glsl
2017-11-26 17:25:13 +01:00

140 lines
3.0 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 texNogozon;
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
vec4 plas( vec2 v, float time )
{
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
}
float rep(float p, float r)
{
float hr = r * .5;
return mod(p + hr,r) - hr;
}
mat2 rot(float a)
{
float c = cos(a); float s = sin(a);
return mat2(c,-s,s,c);
}
#define PI 3.14
float map(vec3 pos)
{
float phi = asin(pos.z) + 1.0 * fGlobalTime;
float theta = atan(pos.y, pos.x);
float v = texture(texNoise, vec2(theta, phi)).x;
return length(pos /*+ vec3(0.0, 0.05 * cos(10.0 * fGlobalTime + 50.0 * pos.y), 0.0)*/) - (0.5 + v * 0.1);
/*
pos.xy *= rot(.05 * pos.z);
pos += 1.5 ;
float t = fGlobalTime;
float ft = floor(t);
float mt = t - ft;
t = ft + sin( mt * PI - PI/2.) * .5 + .5;
float re = 3.;
pos.xy *= rot(fGlobalTime * .3);
pos.yz *= rot(fGlobalTime * .5);
//pos.z += t * re;
pos.z += fGlobalTime * 4.;
pos.x = rep(pos.x , re);
pos.y = rep(pos.y , re);
pos.z = rep(pos.z , re);
return min(min(length(pos.xy), length(pos.yz)),length(pos.xz))-.25;*/
}
vec3 normal(vec3 p)
{
vec2 e = vec2(.1,0.);
return normalize(
vec3(
map(p - e.xyy) - map(p + e.xyy),
map(p - e.yxy) - map(p + e.yxy),
map(p - e.yyx) - map(p + e.yyx)
)
);
}
void main(void)
{
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);
vec3 rd = normalize(vec3(uv,1));
vec3 p = ro;
for (int i = 0; i < 64; ++i)
{
float d = map(p);
if (abs(d) < 0.01)
{
break;
}
p = p + rd * d;
}
vec3 color = vec3(exp(-distance(ro, p) * 0.7));
float pi2 = 0.5 * 3.14159;
float phi = asin(p.z) / pi2 + 1.0 * fGlobalTime;
float theta = atan(p.y, p.x) / pi2;
vec3 vcolor = texture(texTex2, vec2(theta, phi)).rgb;
out_color = vec4(vcolor, 1);
color += vcolor;
/*
float id = 0.;
for(float st = 0.; st < 1.; st += 1. / 128.)
{
float cd = map(cp);
if(cd < .01)
{
id = 1. - st;
break;
}
cp += rd * cd * .5;
}
float f = id;
vec3 ld = normalize(cp - vec3(0));
vec3 norm = normal(cp);
out_color = vec4(f * clamp(dot(norm, ld),0.,1.) * 1.5);
out_color *= 4.;
out_color = floor(out_color);
out_color /= 4.;*/
}