Created
January 9, 2019 22:21
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#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 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 pi acos(-1.) | |
#define tau (2*pi) | |
#define iTime fGlobalTime | |
vec2 rotate(vec2 a, float b) | |
{ | |
float c = cos(b); | |
float s = sin(b); | |
return vec2( | |
a.x*c - a.y*s, | |
a.x*s + a.y*c | |
); | |
} | |
float sdbox2d(vec2 p, float r) | |
{ | |
p=abs(p); | |
return max(p.x,p.y)-r; | |
} | |
vec2 boffset(vec2 p, float t) | |
{ | |
t*=pi*2; | |
return rotate(p+vec2( | |
cos(t)*2, | |
-sin(t*3) | |
)*.15, sin(t)*(pi*2/3.)); | |
} | |
float tick(float t) | |
{ | |
t = smoothstep(0,1,t); | |
t = smoothstep(0,1,t); | |
t = smoothstep(0,1,t); | |
t = smoothstep(0,1,t); | |
return t; | |
} | |
float pattern(float t) | |
{ | |
t=fract(t); | |
return clamp(abs(t-.5)*-16+4,-1,1)+1; | |
return tick(abs(t-.5)*2); | |
} | |
float scene2(vec2 p, float angle) | |
{ | |
/*p = rotate(p, iTime+angle); | |
float a = sdbox2d(p, .15); | |
p = rotate(p, .1); | |
vec2 offset = vec2(iTime*.2+(angle/pi)*.2); | |
p = mod(p+.1+offset,.2)-.1; | |
float b = sdbox2d(p,.05); | |
return max(a,b);*/ | |
float time = ((angle/tau)/5)*4+iTime*.25; | |
float q = iTime+angle; | |
float r = .02 + pattern((angle/tau)*30)*.02; | |
float a = sdbox2d(boffset(p,time),r); | |
float b = sdbox2d(boffset(p,time+1./5.),r); | |
float c = sdbox2d(boffset(p,time+2./5.),r); | |
float d = sdbox2d(boffset(p,time+3./5.),r); | |
float e = sdbox2d(boffset(p,time+4./5.),r); | |
return min(min(min(a,b),min(c,d)),e); | |
} | |
float scene(vec3 p) | |
{ | |
p.xz = mod(p.xz+8,16)-8; | |
float angle = atan(p.x,p.z); | |
float q = .75; | |
p.y += (angle/tau)*(q+q); | |
p.y = mod(p.y+q,(q+q))-q; | |
vec2 a = vec2(length(p.xz)-1., p.y); | |
return scene2(a, angle); | |
} | |
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); | |
uv *= 1.+length(uv)*.3; | |
vec3 cam = vec3(0,0,-5); | |
vec3 dir = normalize(vec3(uv, 2.5)); | |
cam.yz = rotate(cam.yz, pi/5.); | |
dir.yz = rotate(dir.yz, pi/5.); | |
cam.xz = rotate(cam.xz, pi/4.); | |
dir.xz = rotate(dir.xz, pi/4.); | |
//dir.xy = dir.yx; | |
cam.y += iTime; | |
float t =0; | |
float k = 0; | |
int iter=0; | |
for(int i=0;i<100;++i) | |
{ | |
k = scene(cam+dir*t)*.7; | |
t+=k; | |
iter=i; | |
if (k < .001)break; | |
} | |
vec3 h = cam+dir*t; | |
vec2 o = vec2(.002,0); | |
vec3 n = normalize(vec3( | |
scene(h+o.xyy)-scene(h-o.xyy), | |
scene(h+o.yxy)-scene(h-o.yxy), | |
scene(h+o.yyx)-scene(h-o.yyx) | |
)); | |
//n = normalize(cross(dFdy(h),dFdx(h))); | |
if (k < .001) | |
{ | |
float iterFog = 1.-iter/100.; | |
iterFog = pow(iterFog, 3); | |
float light = max(n.y,0); | |
out_color.rgb += mix(vec3(.01,.01,.1), vec3(.1,.5,.5), iterFog); | |
out_color.rgb += mix(vec3(0), vec3(sin(iTime),sin(iTime+2),sin(iTime+4))+1, light*iterFog); | |
} | |
else | |
{ | |
out_color *= 0.; | |
} | |
out_color.rgb = mix(out_color.rgb, vec3(out_color.r+out_color.g+out_color.b)/3., .5); | |
//out_color.rg = fract(uv*10); | |
//out_color = vec4(step(.0, scene2(uv, 0))); | |
} |
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