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Live-Coding-Sources/2018-06-02/05-coyhot.glsl
Jonathan Giroux 514c2018a2 Add 2018-06-02
2018-06-02 21:56:46 +02:00

85 lines
1.7 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
float sce(vec3 p)
{
float a = sin(p.z)/5.;
float b = p.z/100.;
float c = a*2.;
float d = -fGlobalTime;
float e = sin(d)/100000.;
p.xz *= mat2 (cos(e),-sin(e),sin(e),cos(e));
p.xy *= mat2 (cos(d),-sin(d),sin(d),cos(d));
p.xy *= mat2 (cos(c),-sin(c),sin(c),cos(c));
p.x += sin(p.z);
p.xy *= mat2 (cos(a/b),-sin(a),sin(a),cos(a));
p.xy *= mat2 (cos(a),-sin(a),sin(a),cos(a));
p=mod(p,4)-2;
p.z /= 5.;
p.x += 1.75;
p.z +=sin(p.y*25.+fGlobalTime*5.)/10.;
p.z +=sin(p.x*25.+fGlobalTime*5.)/10.;
return length(p)-1;
}
float tra(vec3 o, vec3 d)
{
float t = 0.;
for (int i=0; i<64; i++)
{
t += sce(o+d*t)*0.5;
}
return t;
}
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);
float color = tra(vec3(cos(fGlobalTime),sin(fGlobalTime),fGlobalTime*10.), normalize(vec3(uv*2.5, 1.0)));
float fog = 1/(1+color*color-1);
out_color = vec4(vec3(color*fog),1.0);
out_color += vec4(abs(sin(uv.x)),abs(sin(uv.y)/2.5),abs(sin(fGlobalTime)),1.0);
}