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