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