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https://github.com/CookieCollective/Live-Coding-Sources.git
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114 lines
2.5 KiB
GLSL
114 lines
2.5 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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float megabass()
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{
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float b = 0.0;
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for (int i = 0; i < 16; i++)
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b = max(texelFetch(texFFTIntegrated, i, 0).x, b);
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return b;
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}
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float cyl(vec3 p, float r, float h)
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{
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return max(length(p.xz) - r, abs(p.y) - h);
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}
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float bou(vec3 p)
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{
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float d = cyl(p, 0.5, 0.5);
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return min(d, cyl(p - vec3(0.0, 0.8, 0.0), 0.2, 0.3));
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}
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mat2 rot(float a)
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{
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float c = cos(a);
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float s = sin(a);
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return mat2(c, s, -s, c);
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}
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int prout;
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float map(vec3 p)
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{
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vec3 per = vec3(3.0);
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ivec3 id = ivec3(p/per);
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vec3 q = mod(p, per) - 0.5 * per;
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q .y += 0.5 * sin(float(p.z));
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q.xy *= rot(float(id.x * 0.2561 + id.y + id.z) + bass);
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q.yz *= rot(float(id.x * 0.2561 + id.y + id.z) + bass);
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prout = id.x + id.y +id.z;
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float d = bou(q);
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return d;
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}
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vec3 grad(vec3 p)
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{
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vec2 e = vec2(0.001, 0.0);
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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)));
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}
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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 < 364; ++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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break;
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}
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p += rd * 0.9 * d;
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}
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return p;
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}
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vec3 shade(vec3 p, vec3 ro, vec3 n)
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{
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return vec3(exp(-distance(ro, p) * 0.1)) * vec3(cos(float(prout) + bass * 0.1), sin(float(prout) + bass * 0.1), 1.0); //* (n * 0.5 + 0.5);
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}
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void main(void)
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{
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bass = megabass();
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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, 0.0, bass * 5.0);
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vec3 rd = normalize(vec3(uv, normalize(length(uv)) - 0.6));
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rd.xz *= rot(0.1 * bass);
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vec3 p = rm(ro, rd);
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vec3 n = grad(p);
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vec3 color = shade(p, ro, n);
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vec3 rd2 = reflect(rd, n);
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vec3 ro2 = p + rd * 0.01;
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vec3 p2 = rm(ro2, rd2);
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vec3 n2 = grad(p2);
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color = mix(color, shade(p2, ro, n2), 0.9);
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color = pow(color, vec3(1.0 / 2.2));
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out_color = vec4(color, 1.0);
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} |