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90 lines
1.8 KiB
GLSL
90 lines
1.8 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 de(vec3 p) {
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//p.xy *= r2d(1/1e5*fGlobalTime);
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p.x = abs(p.x) - 25;
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p.xz *= r2d(3.14/4);
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p = mod(p+30, 60) - 30;
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vec3 q = p;
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p.y += sin(p.x*3.);
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float r= 15 + 3*pow(.5+.5*sin(15*fGlobalTime), 4);
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p.z*=2-p.y/15;
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p.y = 4 + 1.2 * p.y - abs(p.x) * sqrt(max((20 - abs(p.x))/15, 0));
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float sph = length(p) - r;
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float sph2 = length(q) - 9.;
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q.y -= 7.;
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q.x -= 7.;
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float sph4 = length(q.xy + cos(fGlobalTime)) - 3.;
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q.x+= 14.;
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float sph5 = length(q.xy - cos(fGlobalTime)) - 3.;
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float d = max(sph, -sph2);
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d = max(d, -sph4);
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d = max(d, -sph5);
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return d/3.;
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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(cos(fGlobalTime)*20, fGlobalTime*50, -50*sqrt(abs(tan(fGlobalTime))));
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vec3 rd = normalize(vec3(uv, -1)), p;
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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<.01) break;
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p+=rd*d;
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}
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vec3 c = mix(vec3(.9, .3, .5), vec3(.2, .1, .2), i);
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c = mix(c, vec3(.2, .1, .2), 1 - exp(-.005 * length(ro-p)));
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out_color = vec4(c, 1);
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} |