Files
Live-Coding-Sources/2019-11-30/09-ponk.glsl
NuSan b93f9bafdc Friendly shader showdown at GROW 2019
One half of the shaders
2019-12-02 09:21:37 +01:00

78 lines
2.2 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 color; // out_color must be written in order to see anything
vec4 plas( vec2 v, float time )
{
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
}
#define time fGlobalTime
mat2 rot (float a) {
float c=cos(a), s= sin(a); return mat2(c,s,-s,c);
}
#define repeat(p,r) (mod(p,r)-r/2.)
float map (vec3 pos) {
pos.z = repeat(pos.z + time *2., 4.);
float scene = 1.;
vec3 p = pos;
const float count = 8.;
float range = 0.5;
float falloff = 1.5;
float a = 1.;
for (float index = count; index >0.; index--) {
pos = abs(pos)-range*a;
pos.xz *= rot(.1*time/a);
pos.yz *= rot(sin(16.*time/a)*.1);
scene = min(scene, max(pos.x, max(pos.y, pos.z)));
a /= falloff;
}
//scene = max(scene, -1.);
scene = abs(scene-.01);
scene = max(scene, length(p)-4.);
scene = max(scene, -length(p)+.5);
scene = max(scene, -length(p.xy)+.5);
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);
vec3 eye = vec3(0,.0,-.2);
vec3 ray = normalize(vec3(uv, .1));
ray.xy *= rot(sin(time)*.1);
ray.xz *= rot(sin(time*.2)*1.8);
vec3 pos = eye;
float shade = 0.;
const float count = 40.;
for (float index = count; index > 0.; index--) {
float d = map(pos);
if (d < 0.001) {
shade = index / count;
break;
}
pos += ray * d;
}
color.rgb += vec3(.8)+vec3(.9)*cos(vec3(.1,.2,.3)*(time*5.+shade*10.));
color *= vec4(shade);
}