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