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#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 PI acos(-1) | |
#define TAU (2. * PI) | |
#define saturate(x) clamp(x, 0, 1) | |
#define VOL 0.0 | |
#define SOL 1.0 | |
#define phase(x) (floor(x) + .5 + .5 * cos(TAU * .5 * exp(-5. * fract(x)))) | |
float beat, beatTau, beatPhase; | |
float scene; | |
vec4 map(vec3 p); | |
float sdBox(vec3 p, vec3 b) { | |
vec3 q = abs(p) - b; | |
return length(max(q, 0)) + min(0, max(q.x, max(q.y, q.z))); | |
} | |
void U(inout vec4 m, float d, float a, float b, float c) { | |
if (d < m.x) m = vec4(d, a, b, c); | |
} | |
void rot(inout vec2 p, float a) { p *= mat2(cos(a), sin(a), -sin(a), cos(a)); } | |
void pmod(inout vec2 p, float s) { | |
float n = TAU / s; | |
float a = PI / s - atan(p.x, p.y); | |
a = floor(a / n) * n; | |
rot(p, a); | |
} | |
vec3 normal(vec3 p) { | |
vec2 e = vec2(0, .0005); | |
return normalize(map(p).x - vec3(map(p - e.yxx).x, map(p - e.xyx).x, map(p - e.xxy).x)); | |
} | |
vec3 pal(float h) { | |
vec3 col = vec3(0.5) + 0.5 * cos(TAU * (vec3(0.0, 0.33, 0.67) + h)); | |
return mix(col, vec3(1), 0.1 * floor(h)); | |
} | |
vec3 evalLight(vec3 p, vec3 normal, vec3 view, vec3 light, vec3 baseColor, float metallic, | |
float roughness) { | |
vec3 ref = mix(vec3(0.04), baseColor, metallic); | |
vec3 h = normalize(light + view); | |
vec3 diffuse = mix(1.0 - ref, vec3(0.0), metallic) * baseColor / PI; | |
float eps = 6e-8; | |
float m = clamp(2.0 * (1.0 / (roughness * roughness)) - 2.0, eps, 1.0 / eps); | |
vec3 specular = ref * pow(max(0.0, dot(normal, h)), m) * (m + 2.0) / (8.0 * PI); | |
return (diffuse + specular) * max(0.0, dot(light, normal)); | |
} | |
float sdN(vec3 p, float z) { | |
rot(p.xy, -0.07 * TAU); | |
if (p.x < 0) p.y = -p.y; | |
p.x = abs(p.x); | |
float w = 0.13; | |
float h = 0.07; | |
float s = 4; | |
float a = w / h / s * p.y; | |
return min(sdBox(p, vec3(0.2, h, z)), | |
sdBox(p - vec3(0.25 - a, h * (s - 1), 0), vec3(w - a, h * s, z))); | |
} | |
vec4 map(vec3 pos) { | |
vec4 m = vec4(1); | |
if (scene == 0) { | |
vec3 p = pos; | |
rot(p.xz, beatTau / 8); | |
U(m, sdN(p, 0.1), SOL, 10, 1); | |
} else if (scene == 1) { | |
vec3 p = pos; | |
float a = 2; | |
rot(p.xz, beatTau / 32); | |
p -= 0.5 * a; | |
p = mod(p, a) - 0.5 * a; | |
rot(p.xz, beatTau / 8); | |
U(m, sdN(p, 0.1), SOL, 10, 1); | |
} else if (scene == 2) { | |
vec3 p = pos; | |
float a = 4; | |
// rot(p.xz, beatTau / 32); | |
p -= 0.5 * a; | |
vec3 grid = floor(p / a); | |
p = mod(p, a) - 0.5 * a; | |
pmod(p.xy, 8); | |
rot(p.xz, beatTau / 8 + dot(vec3(10.2), grid)); | |
p.y -= 1.1 + 0.7 * cos(beatTau / 32); | |
float e = saturate(cos(beatTau / 2 + TAU * pos.z / 16)); | |
if (e > 0.5) { | |
U(m, sdN(p, 0.1), VOL, 10 * e, 0); | |
} else { | |
U(m, sdN(p, 0.1), SOL, 20, fract(dot(grid, vec3(0.2)))); | |
} | |
} else { | |
vec3 p = pos; | |
float a = 2; | |
vec3 of = vec3(0.32, 0, 0); | |
float s = 1; | |
// rot(p.xy, pos.z * 0.2); | |
// p.y -= cos(p.z * TAU / 8) * 0.5; | |
p = mod(p, a) - 0.5 * a; | |
p -= of; | |
for (int i = 0; i < 3; i++) { | |
p = abs(p + of) - of; | |
U(m, sdN(p * 2, 0.01) / 2, VOL, 1, 0.4); | |
rot(p.xz, TAU * 0.8); | |
rot(p.zy, TAU * 0.2 + beatPhase + pos.z * 0.1); | |
} | |
float scale = 1.05; | |
s *= scale; | |
p *= scale; | |
float e = saturate(cos(beatTau + TAU * pos.z / 16)); | |
U(m, sdN(p, 0.02) / s, VOL, 4 * e, 0 * fract(pos.z / 8)); | |
U(m, sdN(p, 0.1) / s, SOL, 1, 10); | |
} | |
return m; | |
} | |
vec3 render(vec3 ro, vec3 rd) { | |
vec3 col = vec3(0); | |
float t = 0; | |
for (int i = 0; i < 100; i++) { | |
vec3 p = ro + rd * t; | |
vec4 m = map(p); | |
float d = m.x; | |
if (m.y == SOL) { | |
t += d * 0.5; | |
if (d < t * 0.001) { | |
vec3 n = normal(p); | |
// col += saturate(dot(n, normalize(vec3(1, 1, -1)))); | |
col += evalLight(p, n, -rd, normalize(vec3(1, 1, -1)), vec3(1), 0.7, 0.5) * pal(m.w) * m.z; | |
break; | |
} | |
} else { | |
t += abs(d) * 0.5 + 0.01; | |
col += saturate(0.001 * pal(m.w) * m.z / abs(d)); | |
} | |
} | |
col = mix(vec3(0), col, exp(-0.01 * t)); | |
return col; | |
} | |
vec4 plas(vec2 v, float time) { | |
float c = 0.5 + sin(v.x * 10.0) + cos(sin(time + v.y) * 20.0); | |
return vec4(sin(c * 0.2 + cos(time)), c * 0.15, cos(c * 0.1 + time / .4) * .25, 1.0); | |
} | |
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); | |
beat = time * 145 / 60; | |
beat = mod(beat, 8 * 32); | |
beatTau = beat * TAU; | |
beatPhase = phase(beat); | |
float len = 4.; | |
scene = floor(mod(beat, len * 4) / len); | |
// scene = 2; | |
vec3 ro = vec3(0, 0, -1); | |
if (scene >= 2) ro = vec3(0, 0, beat); | |
float fl = 1; | |
if (scene <= 1) fl = 0.7; | |
vec3 rd = vec3(uv, fl); | |
rd = normalize(rd); | |
// rot(rd.xz, beatTau / 8); | |
// rot(rd.xy, beatTau / 8); | |
vec3 col = render(ro, rd); | |
// col += (1 - saturate(5 * abs(uv.y) - 4 * texture(texFFT, saturate(0.2 * abs(0.9 * uv.x))).r)) * | |
// pal(fract(beat / 8 + uv.x / 2)); | |
out_color = vec4(col, 1); | |
} |
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