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106 lines
2.0 KiB
GLSL
106 lines
2.0 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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#define rep(p,r) (mod(p + r/2.,r) - r/2.)
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float sdSphere(vec3 p,float r)
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{
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return length(p) -r;
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}
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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 map(vec3 p)
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{
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p.yz *= rot(.3);
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float a = atan(p.z,p.x);
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p.y += 1. + sin(fGlobalTime + length(p * .1) );
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float plane = p.y + 1.;
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float d = length(p.xz);
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p.xz *= rot(fGlobalTime *.2+ d * .01);
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p.y += 1.5 * sin(d * 5 + fGlobalTime) * .1 +1.5;
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p.xz = rep(p.xz, 4.);
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float sp = sdSphere(p,1.);
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return min(plane,sp);
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}
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vec3 normal(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.,0.,-10.);
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vec3 rd = normalize(vec3(uv, 1.));
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vec3 cp = ro;
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float id = 0.;
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for(float st = 0.; st < 1.; st += 1. / 128.)
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{
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float cd = map(cp);
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if(cd < .01)
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{
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id = 1. - st;
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break;
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}
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cp += rd * cd * .5;
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}
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vec3 norm = normal(cp);
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vec3 ld = normalize(cp - vec3(10 * sin(-fGlobalTime),10,10*cos(-fGlobalTime)));
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float light = clamp(dot(norm,ld),0.,1.);
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float f = id;
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vec4 base = vec4(.2,.14,.7,1.);
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float l = light * id;
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out_color = vec4(mix(vec4(1.),base,1. - l)) ;
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} |