forked from extern/Live-Coding-Sources
173 lines
3.6 KiB
Plaintext
173 lines
3.6 KiB
Plaintext
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#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 float fFrameTime; // duration of the last frame, in seconds
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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 texPreviousFrame; // screenshot of the previous frame
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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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vec4 plas( vec2 v, float time )
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{
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float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
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}
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float time;
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float sdSphere(vec3 p,float r)
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{
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return length(p)-r;
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}
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float sdBox(vec3 p,vec3 b)
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{
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vec3 q = abs(p)-b;
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return length(max(q,0.))+min(0.,max(q.x,max(q.y,q.z)));
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}
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struct MapData
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{
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float dist;
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float type;
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vec2 UV;
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};
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float objectSize = 0.3;
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float spacing = 5.0;
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mat2 rot(float angle)
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{
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float c = cos(angle);
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float s = sin(angle);
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return mat2(c,-s,s,c);
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}
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#define PI 3.141592
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vec3 rollPosition(vec3 q,float param, float delay)
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{
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param -= delay;
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float stp = floor(param);
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float transition = param-stp;
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transition = pow(transition,3.0);
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q -= vec3(-objectSize*0.5+0.25,0.,0.);
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q -= vec3(2.0*objectSize*(stp-param),0.,0.);
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q -= vec3(objectSize,0.,-objectSize);
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q.xz *= rot(PI/2.0*transition);
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q += vec3(objectSize,0.,-objectSize);
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q.xz *= rot(-PI/2.0*stp);
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return q;
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}
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MapData map(vec3 p)
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{
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MapData res;
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p.yz *= rot(-0.25*PI);
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vec3 q = p;
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float repLen = objectSize*spacing;
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vec2 qi = floor((q.xy+vec2(repLen)/2.0)/repLen);
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float type = mod(qi.x+qi.y,2.0);
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p.z += 0*0.25*sin(2.*PI*(time-0.1*length(qi)));
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p.xy = mod(p.xy+repLen/2.0,repLen)-repLen/2.0;
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float delay = 0.2*length(qi);
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if(false && type==0.)
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{
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p = rollPosition(p,2.*time+0.5,delay);
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res.dist = sdBox(p,vec3(objectSize));
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}
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else
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{
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p = rollPosition(p,2.*time,delay);
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res.dist = sdBox(p,vec3(objectSize));
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vec2 UV;
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UV = p.xy/objectSize;
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res.UV = UV;
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}
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return res;
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}
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vec3 getNormal(vec3 p)
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{
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vec2 off = vec2(0.001,0);
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return normalize(map(p).dist-vec3(map(p+off.xyy).dist,map(p+off.yxy).dist,map(p+off.yyx).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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time = 0.5*fGlobalTime;
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vec3 ro = vec3(0.,0.,-10.);
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vec3 rd = normalize(vec3(uv*1.,1.0));
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MapData res;
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float t = 0.;
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bool hit = false;
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vec3 pos;
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for(float i=0.;i<1.0;i+=1.0/60.)
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{
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pos = ro + t*rd;
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res = map(pos);
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if(res.dist<0.001)
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{
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hit = true;
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break;
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}
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t += 0.8*res.dist;
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}
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vec3 col = vec3(0.);
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if(hit)
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{
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vec3 col1 = 0.5*getNormal(pos)+0.5;
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vec3 col2 = col1.yzx;
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float len = length(res.UV)*4;
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float mxer = sin(PI*2.*len)*0.5+0.5;
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col = mix(col1,col2,mxer);
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}
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out_color = vec4(col,1.0);
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/*
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vec2 m;
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m.x = atan(uv.x / uv.y) / 3.14;
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m.y = 1 / length(uv) * .2;
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float d = m.y;
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float f = texture( texFFT, d ).r * 100;
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m.x += sin( fGlobalTime ) * 0.1;
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m.y += fGlobalTime * 0.25;
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vec4 t = plas( m * 3.14, fGlobalTime ) / d;
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t = clamp( t, 0.0, 1.0 );
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out_color = f + t;
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*/
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}
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