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

106 lines
2.9 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 cookie;
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
float sdCube (vec3 p, vec3 r) {
vec3 b = abs(p)-r;
return max(b.x,max(b.y,b.z));
}
mat2 rot (float a) {
float c=cos(a),s=sin(a);
return mat2(c,-s,s,c);
}
#define time fGlobalTime
float map (vec3 p, inout float mat) {
float scene = 1.0;
const float count = 8.;
float a = 1.0;
float falloff = 2.5;
float speed = 0.1;
float t = time*speed;//floor(time*speed) + pow(fract(time*speed), 0.5);
float w = sin(time - length(p)*.5);
for (float index = count; index > 0.; --index) {
float r = 4. + 2. * w;
p.xz *= rot(t*2.2);
p.yz *= rot(t*4.1);
p.yx *= rot(t*2.3);
p.x = abs(p.x)-r*a;
//p.x += sin(abs(p.z));
p.y += abs(sin(p.z*2.))*.2;
scene = min(scene, sdCube(p, vec3(2.+.5*sin(abs(p.z*3.14)),0.01,1)));
a /= falloff;
}
p = abs(p)-0.2;
p.xz *= rot(- time);
p.yz *= rot(- time);
p.yx *= rot(- time*2.);
float sphs = max(abs(p.y)-2., length(p.xz)-0.02);
mat = step(sphs, scene);
scene = min(scene, sphs);
sphs = length(p)-0.2;
mat += step(sphs, scene);
scene = min(scene, sphs);
return scene * .5;
}
vec3 getNormal (vec3 p) {
vec2 e = vec2(0.001,0);
float m = 0.;
return normalize(vec3(map(p+e.xyy,m)-map(p-e.xyy,m),map(p+e.yxy,m)-map(p-e.yxy,m),map(p+e.yyx,m)-map(p-e.yyx,m)));
}
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 eye = vec3(0,0,-12);
vec3 ray = normalize(vec3(uv,1.));
float total = 0.0;
float shade = 0.0;
float mat = 0.0;
const float count = 100.;
for (float index = count; index > 0.; --index) {
float dist = map(eye+ray*total, mat);
if (dist < 0.001) {
shade = index/count;
break;
}
total += dist;
}
vec3 color = vec3(0);
vec3 normal = getNormal(eye+ray*total);
if (mat == 0.0) {
color += .7*vec3(0.1,1.,.2) * clamp(dot(normal, -ray), 0., 1.);
color += vec3(0.54,.2,.1) * clamp(dot(normal, vec3(0,-1,0))*.5+.5, 0., 1.);
} else if (mat == 1.0) {
color += vec3(1.0) * clamp(dot(normal, vec3(0,-1,0))*.5+.5, 0., 1.);
} else if (mat == 2.0) {
color += vec3(1.,.1,0.) * clamp(dot(normal, vec3(0,-1,0))*.5+.5, 0., 1.);
}
color *= pow(shade, .2);
out_color = vec4(color,1);
}