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https://github.com/CookieCollective/Live-Coding-Sources.git
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98 lines
2.3 KiB
GLSL
98 lines
2.3 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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float h(vec2 p)
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{
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return cos(p.x + sin(0.1* p.x + cos( p.x))) + 0.1 * sin( 2.6 * p.y);
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}
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float g(vec3 q, vec3 p)
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{
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q.y += 10.0 * texture(texFFTIntegrated, 0.01).x;
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float per = 3.0;
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vec2 id = q.xz / per + per * 0.5;
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q = mod(q, per) - 0.5 * per;
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return 1.0 - length(q);
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}
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float map(vec3 p)
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{
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float d = p.y + 2.0 - h(p.xz);
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d = min(d, g(p, p));
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return d;
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return cos(p.x) + cos(p.y) + cos(p.z);
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}
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vec3 rm(vec3 ro, vec3 rd, out float st)
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{
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st = 1.0;
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vec3 p = ro;
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for (float i = 0.0; i < 64.0; i++)
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{
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float d = map(p);
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if (abs(d) < 0.01)
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{
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st = i / 64.0;
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break;
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}
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p += d * rd * 0.9;
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}
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return p;
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}
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vec3 shade(vec3 ro, vec3 p, float st)
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{
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float t = exp(-distance(ro, p) * 0.1);
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vec3 c = vec3(t) * (1.0 - st);
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c *= mix(texture(texChecker, p.xz).xyz, c, 1.0 -t);
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c = mix(vec3(0.0, 2.0, 2.0), c, 2.0* t);
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//c = vec3(exp(-distance(ro, p) * 0.1));
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return c;
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}
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vec3 n(vec3 p)
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{
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vec2 e = vec2(0.001, 0.0);
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return normalize(vec3(map(p + e.xyy) - map(p - e.xyy),
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map(p + e.yxy) - map(p - e.yxy),
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map(p + e.yyx) - map(p - e.yyx)));
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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.x *= v2Resolution.x/v2Resolution.y;
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vec3 ro = vec3(0.0, 0.0, fGlobalTime);
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vec3 rd = normalize(vec3(uv, 1.0));
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float st = 1.0;
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vec3 p = rm(ro, rd, st);
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vec3 c = shade(ro, p , st);
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vec3 n = n(p);
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vec3 rd2 = reflect(rd, n);
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vec3 ro2 = p + 0.1 * n;
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vec3 p2 = rm(ro, rd2, st);
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c = shade(ro, p2, st);
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//c = mix(c, shade(ro, p2, st), 0.8);
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//c = mix(c, vec3(0.0, 1.0 ,1.0), distance(ro, p));
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out_color = vec4(c, 1.0);
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} |