Files
Live-Coding-Sources/2019-11-30/04-col1.glsl
2019-12-02 22:04:15 +01:00

91 lines
2.0 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
vec3 repeat(vec3 v, float c) {
return mod(v, c) - c / 2.0;
}
float putaindebass() {
return texture(texFFTIntegrated, 0.1).r;
}
vec2 rotate2d(vec2 p, float a) {
return mat2(
sin(a), -cos(a),
cos(a), -sin(a)
) * p;
}
float sphere(vec3 pos, float radius) {
return length(pos) - radius;
}
float plane(vec3 pos) {
return pos.y;
}
float map(vec3 pos) {
//float scene = 10000.0;
//scene = plane(pos);
pos.xz = rotate2d(pos.xy, sin(pos.z * 0.005 + fGlobalTime * 0.5) * 0.5);
//pos.xz = rotate2d(pos.xy, sin(pos.z * 0.01));
pos = repeat(pos, 10.0);
float scene = sphere(pos, 2.0);
return scene;
}
void main(void)
{
vec2 uv = gl_FragCoord.xy / v2Resolution;
uv = uv * 2.0 - 1.0;
uv.x *= v2Resolution.x / v2Resolution.y;
vec3 ro = vec3(sin(fGlobalTime), sin(fGlobalTime * 0.1), putaindebass() * 50.0);
vec3 pos = ro;
vec3 dir = normalize(vec3(uv, 1.4));
const float count = 256.0;
vec3 color = vec3(0.0);
for(float i = 0; i < count; i++) {
float d = map(pos);
if(d < 0.01) {
color = vec3(1.0);
color = 1.0 - vec3(i / count);
break;
}
pos += d * dir;
}
float fog = length(pos - ro) * 0.0065;
color *= 1.0 - fog;
out_color = vec4(color, 1.0);
}