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Live-Coding-Sources/2017-12-08/02-anton.glsl
Jonathan Giroux dd46b557ba Add 2017-12-08
2017-12-23 21:49:32 +01:00

110 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 texNoise;
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
#define REP(p,r) (mod(p + r/2., r) - r/ 2.)
mat2 rot(float a)
{
float c = cos(a); float s = sin(a);
return mat2(c,-s,s,c);
}
float map(vec3 pos)
{
float t = pos.z;
float time = fGlobalTime;
time += pow(sin(time * 4.),2.);
float r = 1.;
r += sin(pos.z * 0.15 + time) * .5 + .7;
pos.z -= time * 1. ;
pos. xy *= rot(t * .01+ sin(t * .1 + fGlobalTime * 2.));
//pos.xy = REP(pos.xy, 100.);
pos.x = abs(pos.x);
float cy = distance(pos.xy, vec2(9.));
return cy - r;
}
vec3 normal(vec3 p)
{
vec2 e = vec2(.1,0.);
return normalize(vec3(
map(p - e.xyy) - map(p + e.xyy),
map(p - e.yxy) - map(p + e.yxy),
map(p - e.yyx) - map(p + e.yyx)
));
}
#define STEP 64.
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec3 ro = vec3(0.);
vec3 rd = normalize(vec3(uv,1.));
vec3 cp = ro;
float id = 0.;
for(float st = 0.; st < 1.; st += (1. / STEP))
{
float cd = map(cp);
if(cd < .01)
{
id = 1. - st;
break;
}
cp += rd * cd;
}
vec3 lpos = vec3(0., 0.,15.);
vec3 ldir = normalize(cp - lpos);
vec3 norm = normal(cp);
float li = clamp(dot(norm,ldir),0.,1.);
float r = mod(fGlobalTime * .5, 2.);
float f = step(length(uv), r) - step(length(uv), r - .5);
out_color = mix(vec4(f),vec4(norm,0.),id);
}