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https://github.com/CookieCollective/Live-Coding-Sources.git
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83 lines
2.1 KiB
GLSL
83 lines
2.1 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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mat2 rot(float a){
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float c = cos(a);
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float s = sin(a);
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return mat2(c,-s,s,c);
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}
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float cube( vec3 p, vec3 b ) {
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vec2 uv = p.xy;
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float v = 3.0 * texture(texFFT, fract((uv.x * 0.3))).x;
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b.x += v;
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vec3 q = abs( p) - b;
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return length( max(q, 0.0) ) + min(max(q.x, max(q.y, q.z)), 0.0);
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}
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float qqube( vec3 p ) {
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vec3 q = p;
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q.y += sin((p.z+fGlobalTime) *0.3 + p.x * 0.2) * 1.5;
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q = mod(q, 5.0) - 2.5;
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q.xy = rot( fGlobalTime) * q.xy;
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q.yz = rot( fGlobalTime) * q.yz;
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return cube( q, vec3(1.0));
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}
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float map(vec3 p) {
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float d = qqube(p);
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d = max( d,qqube(p*10.0)/10.0 );
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return d;
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}
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vec3 grad(vec3 p ){
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vec2 e = vec2(0.01, 0.);
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return normalize(vec3(
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map(p + e.xyy) - map(p - e.xyy), map(p + e.yxy) - map(p - e.yxy), map(p + e.yyx) - map(p - e.yyx)
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));
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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 ro = vec3(0.0, 0.0, -2.0 + 1.3 * texture(texFFTIntegrated, 0.01).x);
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vec3 rd = normalize(vec3(uv, 0.8 - length(uv) - texture(texFFT, 0.01).x) );
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vec3 p = ro;
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for ( float i = .0; i < 128.0; ++i) {
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float d = map(p);
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if ( abs(d) < 0.001) {
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break;
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}
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p += rd * d;
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}
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float dc = exp(-0.2 * distance(ro, p) );
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vec3 n = grad(p);
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vec3 col = vec3(uv,0.0 ) * vec3(dc ) + vec3(dc)* (n * 0.5 + 0.5) ;
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out_color = vec4(col, 1.0);
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} |