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https://github.com/CookieCollective/Live-Coding-Sources.git
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135 lines
2.7 KiB
GLSL
135 lines
2.7 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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vec4 plas( vec2 v, float time )
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{
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float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
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}
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#define time fGlobalTime
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mat2 r2d(float a){float c=cos(a),s=sin(a);return mat2(c,s,-s,c);}
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float sc(vec3 p,float d){p=abs(p);p=max(p,p.yzx);return min(p.x,min(p.y,p.z))-d;}
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float re(float p,float d){return mod(p-d*.5,d)-d*.5;}
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void mo(inout vec2 p,vec2 d){
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p=abs(p)-d;
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if(p.y>p.x)p=p.yx;
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}
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void amod(inout vec2 p,float a){
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float m=re(atan(p.x,p.y),a);
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p = vec2(cos(m),sin(m))*length(p);
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}
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float g;
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float g1;
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float de(vec3 p){
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// p.xz*=r2d(time);
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//p.xy*=r2d(time*.5);
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p.z=re(p.z,1.5
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);
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p.x=abs(p.x)-2.;
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p.xy*=r2d(time);
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amod(p.xy, 6.28/5.);
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//p.xy*=r2d(p.z*.5);
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//p.x=abs(p.x)-8.;
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vec3 q=p;
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//p.xy*=r2d(p.z*.3);
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p.x=abs(p.x)-4;
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amod(p.xy, 6.28/7.);
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mo(p.xz, vec2(1, 2));
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mo(p.xy, vec2(1.2, 2.));
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amod(p.xy, 6.28/3.);
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p.xy*=r2d(p.z*.3);
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p.x = abs(p.x) - 1;
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p.xy*=r2d(3.14*.25);
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float d1 = sc(p,.2);
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g1+=.01/(.01+d1*d1);
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p=q;
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re(p.z,2.);
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amod(p.xy, 6.28/8.);
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mo(p.xy, vec2(7));
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amod(p.xy, 6.28/3.);
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mo(p.xy, vec2(1, 2));
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float d2 = dot(p,normalize(sign(p)))-.5;
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float d = min(d2,d1);
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g+=.01/(.01+d2*d2);
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p=q;
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p.xy*=r2d(p.z*.1);
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p.x=abs(p.x)-8.;
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d = min(d,length(p.xy)-1.);
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g+=.01/(.01+d2*d2);
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return d;
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return length(p)-.5 - sin(time);
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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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uv*=sin(time);
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uv*=r2d(time*2);
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vec3 ro=vec3(0,0,-3 + time * 12.),rd=normalize(vec3(uv,.3-length(uv) + tan(sin(time*2.)))),p;
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float t=0,i=0.;
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for(;i<1;i+=.01){
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p=ro+rd*t;;
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float d=de(p);
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//if(d<.001) break;
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d=max(abs(d),.001);
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t+=d*.3;
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}
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vec3 c=mix(vec3(.9, .3, .2), vec3(.4,.12,.1), length(7.*uv.x)+i);
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c+=g*.04;
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c+=g1*.1*vec3(.1, .5, .5);
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out_color = vec4(c,1);
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} |