mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
synced 2025-07-24 17:35:20 +02:00
159 lines
2.2 KiB
GLSL
159 lines
2.2 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 cookie;
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uniform sampler2D descartes;
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uniform sampler2D texNoise;
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uniform sampler2D texTex2;
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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 rot(float a)
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{
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float ca = cos(a);
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float sa = sin(a);
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return mat2(ca,-sa,sa,ca);
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}
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#define PI 3.14159
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float map(vec3 p)
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{
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vec3 cp = p;
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p.z -= 10.;
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float time = fGlobalTime;
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float acc = 1000.;
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float BPM = 100. / 60.;
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float bump = sin(fract(time * BPM ) * PI - PI * .5) * .5 + .5;
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bump = pow(bump,2.);
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bump *= .35;
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p *= 1. - bump;
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for(float i = 1.; i <= 6.; i++)
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{
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p.x = abs(p.x);
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p.xy *= rot(p.y * i * .15 + time);
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p.xz *= rot(p.y * i * .125 + time);
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p.y += p.x * .3;
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acc = min(acc,length(p) - (1. + i * .1));
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}
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p = cp;
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float flo = p.y +10.;
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return min(acc, flo);
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}
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vec3 normal(vec3 p)
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{
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vec2 e = vec2(.0,.01);
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return normalize(vec3(
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map(p + e.xxy) - map(p - e.xxy),
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map(p + e.xyx) - map(p - e.xyx),
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map(p + e.yxx) - map(p - e.yxx)
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));
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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 eye = vec3(0.,0.,-7. + sin(fGlobalTime) * 2.);
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vec3 rd = normalize(vec3(uv, 1.));
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vec3 cp = eye;
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float ti = floor(fGlobalTime ) + pow(fract(fGlobalTime), 2.);
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rd.xy *= rot(sin(ti * 2.) * .2);
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float st = 0.;
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float cd = 0.;
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for(;st < 1.; st += 1./128.)
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{
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cd = map(cp);
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if(cd < .01) break;
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cp += cd * rd * .75;
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}
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out_color = texture(cookie, uv * rot(fGlobalTime) + fGlobalTime * .12);
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if(cd < .01)
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{
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vec3 norm = normal(cp);
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float li = dot(norm, vec3(-1.,1.,1.));
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out_color = vec4(li);
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out_color.xy *= rot(fGlobalTime + cp.x);
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out_color.xz *= rot(fGlobalTime + cp.z);
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}
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}
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