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

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