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https://github.com/CookieCollective/Live-Coding-Sources.git
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83 lines
1.9 KiB
GLSL
83 lines
1.9 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 texKC;
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uniform sampler2D texNoise;
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uniform sampler2D texPegasus;
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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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vec2 rot(vec2 v, float a)
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{
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float sa = sin(a);float ca = cos(a);
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return mat2(ca,-sa,sa,ca) * v;
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}
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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 map(vec3 pos,out float id)
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{
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vec3 cp = pos;
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cp.y-= abs(cp.x * .7);
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float f1 = distance(cp, vec3(0.,0.,10.)) - 1.;
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float d = abs(pos.x);
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float n = texture(texNoise,pos.xz * .01+ vec2(0.,fGlobalTime * .1)).z * (2. + d);
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float f2 = distance(pos.y, -2. - n);
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id = step(f1,f2);
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return min(f1, f2);
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}
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int STEP = 128;
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float ESP = .001;
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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 ro = vec3(uv,-5.);
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vec3 rd = normalize(vec3(uv, 1.));
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vec3 cp = ro;
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float cd;
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int cs = 0;
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float id ;
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for(; cs < STEP; ++ cs)
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{
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cd = map(cp,id);
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if(cd < ESP)
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break;
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cp += rd * cd * .5;
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}
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float f = 1.-float(cs) / float (STEP);
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vec4 sc = mix(vec4(.8,.9,.3,1.),vec4(.2,.4,.7,1.),sin((fGlobalTime - cp.z)*.05));
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vec2 uv2 = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
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vec4 tex = texture(texPegasus,uv2 * vec2(1.,-1.) + vec2(0.,sin(uv2.x * 4.+ fGlobalTime * 1.)*.1));
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out_color = mix(vec4(1.,0.,.3,1.),sc,1.-id);
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if(cd > 1.)
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out_color = mix(out_color,tex,1.-f);
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} |