Live-Coding-Sources/2023-01-18_FabriqueACookie04/leon.glsl

108 lines
2.8 KiB
GLSL

#version 410 core
uniform float fGlobalTime; // in seconds
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;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
#define time fGlobalTime
#define repeat(p,r) (mod(p,r)-r/2.)
float gyroid (vec3 p) { return dot(sin(p), cos(p.yzx)); }
mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
float random (vec2 s) { return fract(sin(dot(s,vec2(1321.1241,125.2134))*74.57)); }
vec3 cam;
float rng;
float noise (vec3 p)
{
float result = 0., a =.5;
for (float i = 0.; i < 3.; ++i)
{
result += abs(gyroid(p/a))*a;
a /= 2.;
}
return result;
}
float map(vec3 p)
{
float dist = 100.;
vec3 q = p;
float grid = 1.5;
//p.z -= time * .1;
//p = repeat(p+grid/2., grid);
float t = time*1.1;// + q.z;
t += rng*.1;
p.xz *= rot(t);
p.yz *= rot(t);
t = pow(fract(t), 0.4) + floor(t);
float a = 1.;
float r = .4+.2*sin(time*1.-length(p)*3.0);
const float count = 5.;
for (float i = 0.; i < count; ++i)
{
p.xy *= rot(t/a);
p.xz *= rot(t/a);
p.xz = abs(p.xz)-r*a;
dist = min(dist, length(p)-.05*a);
a /= 1.8;
}
//dist -= noise(q*3.)*.1;
dist = max(abs(dist)-.01, -(length(q-cam)-.5));
return dist;
}
void main(void)
{
vec2 uv = gl_FragCoord.xy / v2Resolution.xy;
vec2 p = (2.*gl_FragCoord.xy-v2Resolution.xy)/v2Resolution.y;
cam = vec3(0,0,2);
vec3 pos = cam;
vec3 ray = normalize(vec3(p, -4.));
rng = random(uv);
const float count = 30.;
float total = 0.;
float shade = 0.;
for (float i = count; i > 0.; --i)
{
float dist = map(pos);
if (dist < .001 || total > 20.)
{
shade = i/count;
break;
}
total += dist;
pos += ray * dist;
}
vec3 color = vec3(0);
if (total < 20.)
{
color = vec3(1);
color = .5+.5*cos(vec3(1,2,3)*5.5+length(pos)+shade*8.);
color *= 2.;
color *= shade;
}
out_color = vec4(color, 1);
}