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78 lines
1.6 KiB
GLSL
78 lines
1.6 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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mat2 r2d(float a){
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float c=cos(a), s=sin(a);
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return mat2(c, s,-s, c);
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}
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float sc(vec3 p){
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p = abs(p);
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p = max(p,p.yzx);
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return min(p.x, min(p.y, p.z)) - .31;
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}
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float de(vec3 p){
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p.y += cos(fGlobalTime)*.1;
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//p.x += cos(fGlobalTime)*.1;
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p.x = abs(p.x) - .3;
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p.xy *=r2d(fGlobalTime +p.z + p.y);
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float s=1.;
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float d = 0;
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vec3 q = p;
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for(int i =0;i<5;i++){
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q = mod(p*s+1, 2) - 1;
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d = max(d, -sc(q)/s);
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s+=3;
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}
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return d;
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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 ro = vec3(0, 0, -fGlobalTime-tan(fGlobalTime)),p;
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vec3 rd = normalize(vec3(uv, -1));
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p = ro;
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float i = 0;
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for(;i<1;i+=.01){
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float d = de(p);
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if(d<.0001) break;
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p+=rd*d;
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}
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i/= sqrt(abs(tan(fGlobalTime*4.) + p.x*p.x + p.y*p.y)) *.1;
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vec3 c = mix(vec3(.7, .3, .2), vec3(.1, .1, .2), i*sin(p.z));
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//c *= texture(texNoise, p.xz).x;
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c *= pow(length(ro-p), 1.1);
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out_color = vec4(c, 1);
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} |