Live-Coding-Sources/2018-06-02/04-coyhot.glsl
2018-06-02 21:56:46 +02:00

80 lines
1.7 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 sce(vec3 p)
{
float a = fGlobalTime;
p.y -= p.z;
p.x += p.z;
p.z -= fGlobalTime/350.;
p.yz *= mat2(cos(a*2), -sin(a*2), sin(a*2), cos(a*2));
p.xz *= mat2(cos(a), -sin(a), sin(a), cos(a));
p.xy *= mat2(cos(a), -sin(a), sin(a), cos(a));
p = mod(p,3)-1.5;
p.z += floor(sin(p.y*20.)/5.);
p.z += floor(sin(p.x*20.)/5.);
return length(p)-1;
}
float tra(vec3 o, vec3 d)
{
float t = 2.;
for (int i=0;i<128;i++)
{
t += sce(o+d*t)*0.25;
}
return t;
}
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);
vec2 uvorig = uv;
vec4 noise = texture(texNoise,uvorig);
vec4 disto = texture(texTex3,uvorig);
uv.x += fGlobalTime/50000.;
uv.y += fGlobalTime/50000.;
uv += noise.r /5.;
uv += disto.r /40.;
float color = tra(vec3(0.,0.,-1+fGlobalTime/250.),normalize(vec3(uv*6.,1.0)));
float fog = 1/(1+color*color-1.0);
out_color = vec4(vec3(color*fog),1.0);
out_color += vec4(sin(uv.x),sin(uv.y),abs(sin(fGlobalTime)),1.0);
}