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https://github.com/CookieCollective/Live-Coding-Sources.git
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124 lines
2.7 KiB
GLSL
124 lines
2.7 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 PI 3.141592
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#define TAU (2.*PI)
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#define time fGlobalTime
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#define blipbloop texture(texFFT, 0.01)
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void mo (inout vec2 p, vec2 d)
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{
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p = abs(p)-d;
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if(p.y>p.x) p = p.yx;
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}
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float hash21(vec2 x)
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{return fract(sin(dot(x,vec2(12.35,18.5)))*1245.5);}
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float cyl (vec3 p, float r, float h)
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{return max(length(p.xy)-r,abs(p.z)-h);}
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float plane (vec3 p, vec3 n)
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{return dot(p,normalize(n));}
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float lily (vec3 p)
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{
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float a = atan(p.z,p.x);
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p.y += (mod(a, TAU/5.))*0.15;
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return cyl(p.xzy, 3.,0.15);
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}
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// NO WAS NOT PLANNED
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float flower (vec3 p)
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{
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p.y += sin(length(p.xz*2.)-time*blipbloop.r)*0.3;
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mo(p.xz, vec2(.5));
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mo(p.xy, vec2(.5));
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mo(p.yz, vec2(.3));
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return plane(p, vec3(0.5,0.5,1.));
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}
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float water (vec3 p)
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{
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p.y += 1.2;
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p.y += texture(texNoise, p.xz*0.06+time*0.02).r + texture (texNoise, p.xz*0.05-time*0.01).r;
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return abs(p.y)-1.;
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}
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float li,wat, flo;
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float SDF (vec3 p)
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{
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li = lily(p);
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wat = water(p);
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flo = flower(p);
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return min(li,min(flo,wat));
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}
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vec3 getcam (vec3 ro, vec3 tar, vec2 uv)
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{
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vec3 f = normalize(tar-ro);
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vec3 l = normalize(cross(vec3(0.,1.,0.),f));
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vec3 u = normalize(cross(f,l));
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return normalize(f + l*uv.x + u*uv.y);
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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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float sither = hash21(uv);
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vec3 ro = vec3(0.001,8.,-3.),
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p = ro,
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tar = vec3(0.),
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rd = getcam(ro, tar, uv),
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col = vec3(0.);
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float d, shad = 0.;
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for (float i=0.; i<64.; i++)
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{
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d = SDF(p);
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if (d <0.001)
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{
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shad = i/64.;
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break;
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}
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d *= 0.9+sither*0.05;
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p += d*rd;
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}
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if (d==wat)
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{
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col = mix(vec3(0.1,0.2,0.8),vec3(0.7,0.8,0.9),floor((shad)*7.)/7.);
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}
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if (d==li)
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{
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col = mix(vec3(0.1,0.5,0.2),vec3(0.7,0.9,0.8),floor((shad)*15)/15);
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}
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if (d==flo)
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{
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col = mix(vec3(0.7,0.2,0.8),vec3(0.7,0.7,0.8),floor((shad)*8.)/8.)*0.8;
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}
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//col = vec3(water(vec3(uv,0.)));
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out_color = vec4(sqrt(col),1.);
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} |