Live-Coding-Sources/2019-01-30/anatole 2.glsl
2019-01-31 17:45:34 +01:00

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