Files
Live-Coding-Sources/2020-03-19/anton.glsl
2020-04-02 00:18:54 +02:00

96 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 out_color; // out_color must be written in order to see anything
#define iTime fGlobalTime
#define REP(p, r) (mod(p + r * .5, r) - r * .5)
mat2 rotation(float angle)
{
float cosA = cos(angle); float sinA = sin(angle);
return mat2(cosA, -sinA, sinA, cosA);
}
float map(vec3 position)
{
vec3 cp = position;
position.xz *= rotation(iTime * .1 + position.y *.0125);
position.z -=iTime * 2.;
position = REP(position, 15.);
float distan = length(position) - 2.;
position = cp;
distan = max(distan, -length(position.xy) + (1. + sin(position.z - iTime) * .5));
return distan;
}
vec3 norm(vec3 p)
{
vec2 e = vec2(.01,.0);
float v = map(p);
return normalize(vec3(v - map(p + e.xyy),
v - map(p + e.yxy),
v - map(p + e.yyx)));
}
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 ro = vec3(0.,0.,-10.);
vec3 cp = ro;
vec3 rd = normalize(vec3(uv, 1.));
float cd = 0., st = 0., di = 0.;
for(;st < 1.; st += 1. / 128.)
{
cd = map(cp);
if(abs(cd) < .01 || cd > 10.)
{
break;
}
cp += rd * cd;
di += cd;
}
out_color = vec4(0.);
if(cd < .01)
{
vec3 normal = norm(cp);
out_color = vec4(normal, 0.) * di;
cp *= .01;
out_color.rg *= rotation(cp.y + iTime);
out_color.gb *= rotation(cp.z + iTime * .5);
out_color.br *= rotation(cp.x + iTime * .25);
out_color *= exp(-di * .0125);
out_color = sqrt(out_color);
}
}