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https://github.com/CookieCollective/Live-Coding-Sources.git
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154 lines
3.1 KiB
GLSL
154 lines
3.1 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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float sph(vec3 p, float r) {
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return length(p)-r;
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}
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float box(vec2 p, float s) {
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vec2 ap=abs(p)-s;
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return min(0,max(ap.x,ap.y));
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}
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float cyl(vec2 p, float r) {
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return length(p)-r;
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}
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mat2 rot(float a) {
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float ca=cos(a);
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float sa=sin(a);
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return mat2(ca,sa,-sa,ca);
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}
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float map(vec3 p) {
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float a=abs(sph(p,1.0))-0.2;
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float c=10000;
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for(int i=0; i<5; ++i) {
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float t1=time+i;
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p.xy *= rot(t1);
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p.yz *= rot(t1*0.7);
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//p.xy=abs(p.xy);
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//p-=0.1+i*0.1;
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c=min(c,cyl(p.xz, 0.2+0.7*exp(-fract(time*0.2))));
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}
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return max(a, -c);
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}
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vec3 norm(vec3 p) {
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vec2 off=vec2(0.01,0);
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return normalize(map(p)-vec3(map(p-off.xyy), map(p-off.yxy), map(p-off.yyx)));
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}
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float rnd(vec2 t) {
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return fract(dot(sin(t*vec2(745.232,456.278)+t.yx*vec2(423.251,895.655)), vec2(7458.232)));
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}
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float rnd(float t) {
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return fract(sin(t*445.789)*8956.555);
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}
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float curve(float t, float d) {
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float g=t/d;
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return mix(rnd(floor(g)), rnd(floor(g)+1), pow(smoothstep(0,1,fract(g)), 10));
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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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uv.x += (curve(time, 1.7)-0.5)*0.5;
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uv.y += (curve(time, 1.2)-0.5)*0.3;
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vec3 s=vec3(0,0, -7);
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vec3 r=normalize(vec3(-uv, 0.2+curve(time, 0.7)));
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vec3 p=s;
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float dd=0;
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for(int i=0; i<50; ++i) {
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float d=map(p);
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if(d<0.001) {
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break;
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}
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if(dd>60) break;
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p+=r*d;
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dd+=d;
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}
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vec3 pl=vec3(0);
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vec3 l=normalize(vec3(pl-p));
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int steps=30;
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float maxdist=25;
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float stepsize=maxdist/steps;
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vec3 rd=r*stepsize;
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vec3 np =s + rd * (rnd(uv)+2);
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float at=0;
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float rand = rnd(uv+17.52);
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for(int i=0; i<steps; ++i) {
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float shad=1;
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float st=0;
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int shadstep=20;
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vec3 lightd = (l-np)/shadstep;
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vec3 lightp = np + rand * lightd;
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for(int j=0; j<shadstep; ++j) {
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float shadm = map(lightp);
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if(shadm<0.01) {
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shad=0;
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break;
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}
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lightp += lightd;
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}
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float len = length(np-pl);
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at += shad*0.04/(pow(len,1.7));
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if(length(np-s)>dd) break;
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np+=rd;
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}
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vec3 n=norm(p);
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vec3 col = vec3(0);
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col += max(0, dot(n,l));
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col += at * vec3(1,.5,0.7)*2;
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float t2 = time*0.7 + curve(time, 0.9)*2.0;
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col.xy *= rot(t2);
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col.yz *= rot(t2*1.3);
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col.xz *= rot(t2*0.7);
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col = abs(col);
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col *= 10;
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col = 1-exp(-col);
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col = pow(col, vec3(1.5));
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out_color = vec4(col, 1);
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} |