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Live-Coding-Sources/2021-04-16/02-wrighter.glsl
Jonathan Giroux 6f00934e7a Add 2021-04-16
2021-04-18 22:00:00 +02:00

174 lines
4.2 KiB
GLSL

#version 410 core
uniform float fGlobalTime; // in seconds
#define iTime fGlobalTime
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform float fFrameTime; // duration of the last frame, in seconds
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 texPreviousFrame; // screenshot of the previous frame
uniform sampler2D texChecker;
uniform sampler2D texNoise;
uniform sampler2D texTex1;
uniform sampler2D texTex2;
uniform sampler2D texTex3;
uniform sampler2D texTex4;
uniform sampler2D texTex5;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
#define pmod(p,a) mod(p ,a) - 0.5*a
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a))
float nois(vec3 _p){
vec4 p = vec4(_p,1 + iTime);
float n = 0.;
float amp = 1.;
for(int i = 0; i < 5; i++){
p.xz *= rot(0.5);
p.wz *= rot(0.5);
p.yz *= rot(0.5);
n += dot(sin(p),cos(p))*amp;
amp *= 0.7;
p *= 1.5;
}
return n;
}
float N = 0.;
vec3 pal(float m){return pow(0.5 + 0.5*sin(m + vec3(-0.5,-0.,0.5)),vec3(0.2));}
float map(vec3 p){
N = nois(p*4.)*0.1;
float d = 10e5;
for(float i = 0.; i < 5.; i++){
p.xz *= rot(0.4 + (iTime + sin(iTime + i*11.5))*0.2);
p.yz *= rot(0.4 + (iTime + sin(iTime + i))*0.2);
d = min(d, length(p.xz) - 0.04 - N*0.5);
}
return d;
}
float sdBox(vec2 p, vec2 s){p = abs(p) -s; return max(p.x,p.y);}
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 col = vec3(1);
float pxsz = fwidth(uv.x);
{
vec3 c = vec3(0.6,0.2,0.7) + sin(uv.xyx*20.)*0.3;
float md = 0.1;
vec2 p = uv;
p.x += (sin(iTime) + iTime+ cos(iTime*1.5))*0.2;
vec2 id = floor(p/md);
float m = (sin(id.x + iTime + cos(id.y)*3.));
c = pal(uv.x + id.x);
p = pmod(p,md);
p *= rot(m + iTime);
float d = abs(p.x);
d = min(d,abs(p.y));
d = max(d,abs(length(p)- m*md*0.5) - 0.01);
col = mix(col,c,smoothstep(pxsz,0.,d - 0.003));
}
{
vec3 c = vec3(0.6,0.2,0.7) + sin(uv.xyx*20.)*0.3;
float md = 0.2;
vec2 p = uv;
p += 0.05;
p.x += (sin(iTime) + iTime+ cos(iTime*1.5))*0.1;
vec2 id = floor(p/md);
float m = (sin(id.x + iTime + cos(id.y)*3.));
c = pal(uv.x + id.x);
p = pmod(p,md);
//p *= rot(m + iTime);
float d = abs(p.x);
d = min(d,abs(p.y));
//d = max(d,abs(length(p)- m*md*0.5) - 0.01);
col = mix(col,c,smoothstep(pxsz,0.,d - 0.0001));
}
{
vec3 p = vec3(0,0,-2);
vec3 rd = normalize(vec3(uv,1));
bool hit = false; float t= 0.;
for(int i = 0; i < 60; i++){
float d = map(p);
if(d < 0.01){
hit = true;
break;
}
p += rd*d;
}
if(hit){
//col = 1.-col;
col = vec3(1);
col = mix(col,pow(pal(p.x + p.y + sin(p.x)),vec3(2.)),nois(p*4.)*0.6);
}
}
#define xor(a,b,c) min(max(a + c,-(b)),max(b,-(a)))
{
vec2 p = uv;
float d = 10e5;
for(int i = 0; i < 5; i++){
float m = sin(iTime+i + cos(iTime+i));
vec2 q = p + vec2(m,0.)*0.2;
d = xor(d,abs(length(q) - length(sin(iTime+m))*0.2 ) - 0.01*m,-0.01);
}
col = mix(col,1.2-col,smoothstep(pxsz,0.,d));
}
{
vec2 p = uv;
p.y = abs(p.y) - 0.45;
float id = floor(p.x/0.1+ iTime*4. + cos(iTime+ sign(uv.y)*2. - 1) + sign(uv.y)*2. - 1);
float d = abs(p.t) - 0.1;
col = mix(col,1.2-col*pal(id),smoothstep(pxsz,0.,d));
col = mix(col,1.2-col*pal(id*2.),smoothstep(pxsz,0.,abs(d) - 0.02));
}
{
vec2 p = uv;
//p.y = abs(p.x) - 0.45;
float d = abs(p.x - 0.6) - 0.1;
d = sdBox(p.x - vec2(0.5,0.),vec2(0.1,0.3));
col = mix(col,1.-col*(0.6 + 0.5*pal(uv.y*4.)),smoothstep(pxsz,0.,d));
//col = mix(col,1.2-col*pal(id*2.),smoothstep(pxsz,0.,abs(d) - 0.02));
}
//col = 1. - col;
col = pow(col,vec3(0.4545));
out_color = vec4(col,1);
}