Files
Live-Coding-Sources/2020-03-26/anton.glsl
2020-04-02 00:18:54 +02:00

87 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
#define REP(p,r) (mod(p + r/2.,r) - r/2.)
#define iTime (fGlobalTime)
mat2 rot(float a)
{
float ca = cos(a); float sa = sin(a);
return mat2(ca,-sa,sa,ca);
}
float map(vec3 p)
{
vec3 cp = p;
float dist = p.y + 1.;
p.xy *= rot(p.z * .01 - iTime * .001);
dist = cos(p.x) + cos(p.y) + cos(p.z);
p = cp;
//p += iTime;
// p = REP(p , 17.);
float cu = max(max(p.x,p.y),p.z);
dist = min(dist, cu);
p = cp;
dist = max(dist, -length(p) + 10.);
return dist;
}
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 cp = vec3(0.,5.,-10.);
vec3 rd = normalize(vec3(uv, 1.));
float st = 0.; float cd = 0.; float di = 0.;
for(; st < 1.; st += 1./256.)
{
cd = map(cp);
if(abs(cd) < .01 || cd > 30.)
{
break;
}
cd = min(cd, 1.);
cp.xz *= rot(sin(st * .001 + iTime * .0025));
cp += rd * cd;
cp += normalize(vec3(0.,0.,-5.) - cp) * pow(length(vec3(0.,0.,-5.) - cp), 1. + sin(iTime) * .5) * .001;
di += cd;
}
float f = 1. - st;
out_color = (vec4(sin(di * .02), cos(di * .003 + .2), sin(di+ iTime) , 1.) * .5 + .5) * exp(-di * .05);
out_color = pow(out_color,vec4(.4545));
}