Files
Live-Coding-Sources/2019-01-30/leon2.glsl
2019-01-31 21:19:21 +01:00

93 lines
2.6 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 cookie;
uniform sampler2D descartes;
uniform sampler2D texNoise;
uniform sampler2D texTex2;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
#define time fGlobalTime
#define repeat(p,r) (mod(p,r)-r/2.)
mat2 rot(float a) { float c=cos(a), s=sin(a); return mat2(c,s,-s,c); }
vec3 look (vec3 eye, vec3 at, vec2 uv) {
vec3 front = normalize(at-eye);
vec3 right = normalize(cross(front, vec3(0,1,0)));
vec3 up = normalize(cross(front, right));
float fov = (1.+.5*sin(time*8.));
return normalize(front * .3 + right * uv.x + up * uv.y);
}
float map (vec3 pos) {
float scene = 10.;
pos.z -= time * 10.;
pos = repeat(pos, 5.);
const float count = 3.;
vec3 p = pos;
for (float i = count; i > 0.; --i) {
float r = i / count;
p = abs(p)-(.5+.3*sin(time*8.))*r;
p.xz *= rot(time*.2);
p.yz *= rot(time*.1);
float rr = .2+.1*sin(time* 8.);
rr *= r;
if (sin(time)<.0) {
scene = min(scene, length(p)-rr);
} else {
scene = min(scene, length(p.xz)-rr*.2);
scene = min(scene, length(p.yz)-rr*.2);
scene = min(scene, length(p.xy)-rr*.2);
}
}
//scene = min(scene, max(0., (length(pos.xz)-1.)));
pos.xz *= rot(pos.y + time *4.0+ sin(time*4.+pos.y));
pos.x += 1.;
pos.xz *= abs(pos.xz)-.5;
pos.xz *= abs(pos.xz)-.5;
//scene = min(scene, length(pos.xz)-.02);
return scene;
}
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);
vec2 p = uv;
uv /= 1.-length(uv)*4.;
vec3 eye = vec3(0,0,-3);
eye.xz *= rot(time*.8);
eye.yz *= rot(time * .5);
vec3 ray = look(eye, vec3(0), uv);
vec3 pos = eye;
float shade = 0.;
const float count = 50.;
for (float i = count; i > 0.; --i) {
float dist = map(pos);
if (dist < .001) {
shade = i / count;
break;
}
pos += ray * dist;
}
vec3 color = vec3(.5)+vec3(1.)*cos(vec3(.01,.011,.0123)*time*5.+shade*2.+length(pos)*2.);
float funk = step(.0, sin(-time*4.+length(uv)*4.+atan(uv.y,uv.x)));
color = mix(color, 1.-color, funk);
p.y-=sqrt(abs(p.x))*.5*(1.+.2*sin(time*4.));
float heart = step(.0, length(p)-.2);
out_color = vec4(color*shade, 1.);
out_color.r += 1.-heart;
}