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135 lines
2.5 KiB
GLSL
135 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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#define time fGlobalTime
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mat2 rot(float v)
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{
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float a = cos(v);
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float b = sin(v);
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return mat2(a,b,-b,a);
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}
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float fbm( vec2 p )
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{
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float d = texture2D(texNoise, p).r *.5;
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d += texture2D(texNoise, p*2.).r *.25;
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d += texture2D(texNoise, p*4.).r *.125;
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return d;
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}
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float flotte(vec3 p)
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{
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//p.xy = rot(p.z)*p.xy;
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return -abs(p.y)+.7 + fbm(p.xz*.1)*.1;
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}
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float terrain( vec3 p )
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{
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p.xy = rot(p.z)*p.xy;
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float d = -abs(p.y)-1.;
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d += fbm(p.xz*.05)*10.;
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return d;
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}
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float map(vec3 p)
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{
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float d = min(terrain(p), flotte(p));
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return d*.6;
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}
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vec3 normal(vec3 p)
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{
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vec2 eps = vec2(0.01, 0.);
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float d = map(p);
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vec3 n;
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n.x = d - map(p-eps.xyy);
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n.y = d - map(p-eps.yxy);
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n.z = d - map(p-eps.yyx);
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return normalize(n);
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}
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vec3 raymarch(vec3 ro, vec3 rd)
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{
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vec3 p = ro;
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for(int i=0; i<64; i++)
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{
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p += rd * map(p);
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}
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return p;
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}
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vec3 shade(vec3 ro, vec3 rd, vec3 p , vec3 n)
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{
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vec3 ld = normalize(vec3(0.5,1.,1.));
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vec3 albedo = mix(vec3(.2,.1,.1)*2., vec3(0.5,1.,0.), pow(abs(n.y), 4.));
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float shad = step(1.,length(raymarch(p+ld*.1, ld)-p));
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vec3 dif = vec3(1.,.7,.1) * max( dot(n, ld), 0.) ;
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vec3 amb = vec3(0.,0.,.1);
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vec3 col = albedo * (dif+amb);
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return col;
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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 *= 2.;
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uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
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vec3 ro = vec3(0.,0.,time);
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vec3 rd = normalize( vec3(uv, 1.));
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rd.xy = rot(time*.1) * rd.xy;
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vec3 p = raymarch(ro,rd);
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vec3 n = normal(p);
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vec3 col = shade(ro,rd,p,n);
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if(flotte(p)<terrain(p))
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{
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vec3 rro = p;
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vec3 rrd = reflect(rd,n);
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vec3 rp = raymarch(rro+rrd*.1,rrd);
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vec3 rn = normal(rp);
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vec3 rcol = shade(rro, rp, rp, rn);
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col = vec3(.5,1.,2.)*rcol;
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}
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col = mix(col, vec3(1.), 1.-exp(-length(p-ro)*.1));
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col = pow(col, vec3(1./2.2));
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out_color = vec4(col, 1.);
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} |