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

66 lines
1.9 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
mat2 r(float a ){
float c = cos(a);
float s = sin(a);
return mat2(c, s, -s, c);
}
float map(vec3 p) {
vec3 g = p;
g.xy = r(p.z*0.1) * g.xy;
vec3 prout = g;
float d = cos(g.x) + cos(g.y) + cos(g.z);
float s = 10.0;
g *= s;
d = max(d, (cos(g.x) + cos(g.y) + cos(g.z) ) /s);
d = min(d, p.y + 0.2 - 0.1 * texture(texNoise, p.xz).r - 0.1 * cos(fGlobalTime + 2.0*p.z + 2.632 * p.x));
return min(d, prout.y + 1.0 + 0.7 *texture(texNoise, p.xz * 0.2).r - 0.1 * cos(fGlobalTime + 2.0*prout.z + 2.632 * prout.x));
}
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);
float v = cos(fGlobalTime*3.0);
vec3 ro = vec3(0.0,0.2 * abs(v),fGlobalTime);
vec3 rd = normalize(vec3(uv, 0.7 - length(uv)));
vec3 p = ro;
float st = 1.0;
for ( float i = 0.; i< 127.; ++i) {
float d = map(p);
if (abs(d) < 0.01) {
st = i / 127.0;
break;
}
p += rd * d;
}
uv = uv *0.8+ 0.2* r(fGlobalTime * 10.0) * uv;
vec3 color = vec3((uv +0.5) * (st), 0.1) * (1.0) + (vec3(uv, 0.1) * exp( -0.1 * distance(p,ro))) + (vec3(uv, 0.1) * (1.0 -exp( -0.1 * distance(p,ro))));
out_color = vec4(color, 0.0);
}