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106 lines
2.6 KiB
GLSL
106 lines
2.6 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 float fFrameTime; // duration of the last frame, in seconds
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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 texPreviousFrame; // screenshot of the previous frame
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uniform sampler2D texChecker;
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uniform sampler2D texLogo;
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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 t=mod(fGlobalTime, 50.);
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float rand(float x){ return fract(sin(x*324.234)*234.234); }
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#define smin(a, b, k) min(a, b)-pow(max(k-abs(a-b),0.), k)*k*(1.0/6.0);
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#define rot(a) mat2(cos(a), sin(a), -sin(a), cos(a))
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float c(float t, float s){
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t/=s;
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return mix(rand(floor(t)), rand(floor(t+1)), pow(smoothstep(0., 1., fract(t)), 20.));
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}
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float sb(vec3 p, vec3 s){
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p=abs(p)-s;
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return max(max(p.y, p.x), p.z);
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}
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float m2(vec3 p){
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vec3 p1=p;
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p1.xy=abs(p1.xy)-10.;
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for(float i= 0; i < 4; i++){
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p1=abs(p1)-20;
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p1.xy*=rot(t);
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}
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vec3 p2=p;
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float a=length(p1)-2.;
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for(int i = 0; i < 3; i++){
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p2.xz*=rot(t*.2);
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p2.yx*=rot(t*.345);
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p2=smin(p2,6-p2,vec3(6.));
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}
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float b= sb(p2, vec3(1.));
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float d=b;
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float m=mix(a, b, sin(t*2.)*.25-.5);
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return min(d, m);
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}
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float g1,g2;
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void orbit(inout vec3 p1){
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const float rr=4.5;
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p1.x+=sin(t)*rr;
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p1.z+=cos(t)*rr;
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}
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float m(vec3 p){float d=m2(p);
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vec3 p1=p;
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p1=abs(p1)-5.;
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orbit(p1);
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const float ss= .1;
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float esf=length(p1.yz)-ss;
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g2+=.01/(.1+esf*.5);
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vec3 p2=p.zxy;
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orbit(p2);
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float esf2=length(p2.xy)-ss;
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g1+=.1/(1+esf2*esf2);
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d=smin(d, esf, 0.2);
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d=smin(d, esf2, 0.2);
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return d;
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}
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void cam(inout vec3 p){p.xz*=rot(t*.5); p.yx*=rot(t*.435);}
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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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vec3 s=vec3(0.0001, 0.001, -20.), r=normalize(vec3(uv, 1.));
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cam(s), cam(r);
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vec3 p=s;
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float i,d;
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const float MAX=100.;
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for(i=MAX;i--;){
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d=m(p);
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if(abs(d) < .0001 || d >MAX) break;
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p+=d*r;
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}
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vec3 col=vec3(0.);
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col+=1-i/MAX;
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vec3 c1 = vec3(0.234, 0.345, 0.1);
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vec3 c2 = vec3(0.234, 0.345, 0.1);
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c1.xy*=rot(t);
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col+=g1*c1;
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col+=g2*c2;
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out_color = vec4(col,1.);
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}
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