Live-Coding-Sources/2017-06-22/01-eybor.glsl
2017-11-22 22:22:09 +01:00

76 lines
2.0 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 texKC;
uniform sampler2D texNoise;
uniform sampler2D texPegasus;
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
vec2 rot(vec2 p, float angle)
{
return mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*p;
}
vec4 plas( vec2 v, float time )
{
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
}
float box(vec3 p, vec3 dims)
{
return max(abs(p.x-dims.x), max(abs(p.y - dims.y), abs(p.z - dims.z)));
}
float scene(vec3 p)
{
return min(box(p+vec3(0., 5., 0.), vec3(3.)), p.y+ sin(p.x)*cos(p.z*.1)*3.);
}
vec3 n(vec3 p)
{
vec2 e = vec2(0., .001);
return normalize(vec3(scene(p-e.xyy)-scene(p+e.xyy),
scene(p-e.yxy)-scene(p+e.yxy),
scene(p-e.yyx)-scene(p+e.yyx)));
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec3 rd = normalize(vec3(-1.+2.*uv, 1.));
vec3 o = vec3(0., 2., 5.);
vec3 p = o;
for(int i = 0; i < 256; ++i)
{
p += scene(p)*rd;
}
vec3 color = vec3(1.);
uv = rot(uv, fGlobalTime + texture(texFFTIntegrated, .15).x);
color = vec3(max(dot(n(p), normalize(vec3(-2., -5., -3.))), 0.));
color = mix(vec3(.5, .8,.9), color, max(1.-distance(p,o)*.001, 0.));
vec4 tex = texture(texPegasus, p.xz+vec2(fGlobalTime));
color = tex.w == 1. ? tex.xyz : color;
out_color = vec4(color, 1.);
}