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https://github.com/CookieCollective/Live-Coding-Sources.git
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95 lines
2.0 KiB
GLSL
95 lines
2.0 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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float smin(float a, float b, float k)
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{
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float h = clamp(0.5+0.5*(b-a)/k,0.,1.);
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return mix(b,a,h)-k*h*(1.-h);
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}
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//vec2 (vec2 p, float angle)
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//{
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//float c = cos(angle);
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//float s = sin(angle);
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//return vec2 (p * (c,-s,s,c));
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//}
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vec2 moda (vec2 p, float per)
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{
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float angle = atan(p.y, p.x);
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float l = length(p);
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angle = mod(angle-per/2., per)-per/2.;
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return vec2(cos(angle),sin(angle))*l;
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}
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float sphe (vec3 p, float r)
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{
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p.y-=.7;
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return length(p)-r;
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}
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float cylY (vec3 p, float r, float h)
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{
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return max(length(p.xz)-r, abs(p.y)-h);
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}
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float plane (vec3 p, vec2 uv)
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{
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vec4 text = texture(texTex4, uv/2.);
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p.y +=.5;
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p.y+=text.x;
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return p.y;
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}
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float cylX (vec3 p, float r, float h)
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{
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p.xz = moda(p.xz, 2.*3.14/5.);
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p.x -= 0.8;
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p.xy += p.z*sin(fGlobalTime);
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p.y += 0.3;
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r-=p.x*0.2;
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return max(length(p.yz)-r, abs(p.x)-h);
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}
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float SDF(vec3 p, vec2 uv)
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{
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//return cylX(p, 0.2, 0.7);
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float body = smin(cylY(p,0.3,.5), sphe(p,0.5), 0.4);
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float all_body = smin(body,cylX(p, 0.2, 1.), 0.5);
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return min(all_body, plane(p, uv));
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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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vec3 p = vec3 (0.01,0.01,-3.);
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vec3 dir = normalize(vec3(uv, 1.));
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float shad = 0.;
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for (int i=0; i<60; i++)
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{
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float d = SDF(p, uv);
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if (d<0.01)
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{shad = float(i)/60.;
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break;}
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p += d*dir;
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}
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out_color = vec4(vec3(1-shad),1.);
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} |