Files
Live-Coding-Sources/2019-01-30/lamogui 1.glsl
2019-01-31 17:45:34 +01:00

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