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November 8, 2023 13:27
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GLSLライブコーディング@新千歳空港国際アニメーション映画祭
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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; | |
uniform sampler2D texSessions; | |
uniform sampler2D texSessionsShort; | |
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; | |
vec3 pos, light; | |
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); | |
} | |
float fft(float d) { return texture(texFFT, fract(d)).r; } | |
float minRadius2 = 0.5; | |
float fixedRadius2 = 1.0; | |
float foldingLimit = 1.0; | |
void sphereFold(inout vec3 z, inout float dz) { | |
float r2 = dot(z, z); | |
if (r2 < minRadius2) { | |
float temp = (fixedRadius2 / minRadius2); | |
z *= temp; | |
dz *= temp; | |
} else if (r2 < fixedRadius2) { | |
float temp = fixedRadius2 / r2; | |
z *= temp; | |
dz *= temp; | |
} | |
} | |
void boxFold(inout vec3 z, inout float dz) { z = clamp(z, -foldingLimit, foldingLimit) * 2.0 - z; } | |
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 fbm(vec3 p) { return sin(p) + sin(p * 2) / 2 + sin(p * 4) / 4; } | |
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)); | |
} | |
#define FLT_EPS 5.960464478e-8 | |
float roughnessToExponent(float roughness) { | |
return clamp(2.0 * (1.0 / (roughness * roughness)) - 2.0, FLT_EPS, 1.0 / FLT_EPS); | |
} | |
vec3 evalLight(vec3 p, vec3 normal, vec3 view, 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 m = roughnessToExponent(roughness); | |
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)); | |
} | |
vec4 dMenger(vec3 z0, vec3 offset, float scale, float iteration) { | |
vec4 z = vec4(z0, 1.0); | |
for (int n = 0; n < iteration; n++) { | |
z = abs(z); | |
if (z.x < z.y) z.xy = z.yx; | |
if (z.x < z.z) z.xz = z.zx; | |
if (z.y < z.z) z.yz = z.zy; | |
z *= scale; | |
z.xyz -= offset * (scale - 1.0); | |
if (z.z < -0.5 * offset.z * (scale - 1.0)) { | |
z.z += offset.z * (scale - 1.0); | |
} | |
} | |
float d1 = sdBox(z.zxy, vec3(1)) / z.w; | |
float d2 = sdBox(z.zxy, vec3(0.1, 1.2, 0.8)) / z.w; | |
vec4 m = vec4(d1, SOL, 1, 10); | |
float hue = 2 + fract(pos.z * 2 + length(pos.xy) * 0.2); | |
U(m, d2, VOL, saturate(cos(pos.z / 4 * TAU + beatTau / 2)), hue); | |
return m; | |
} | |
float dMandel(vec3 z, float scale, int n) { | |
vec3 offset = z; | |
float dr = 1.0; | |
for (int i = 0; i < n; i++) { | |
boxFold(z, dr); | |
sphereFold(z, dr); | |
z = scale * z + offset; | |
dr = dr * abs(scale) + 1.0; | |
} | |
float r = length(z); | |
return r / abs(dr); | |
} | |
vec4 map(vec3 p) { | |
pos = p; | |
vec4 m = vec4(1, 1, 1, 1); | |
float a = 3.3; | |
if (beat < 16) { | |
a = 10; | |
p = pos; | |
rot(p.xz, beatTau / 32); | |
rot(p.xy, beatTau / 64); | |
p -= 0.5 * a; | |
p = mod(p, a) - 0.5 * a; | |
return vec4(dMandel(p, -3.3 + 7 * fft(0.1), 10), SOL, 8, 5 + fract(length(p))); | |
} else if (beat < 16 * 2) { | |
a = 20; | |
p = pos; | |
rot(p.xz, beatTau / 32); | |
p -= 0.5 * a; | |
p = mod(p, a) - 0.5 * a; | |
return vec4(dMandel(p, 2.78 + 7 * fft(0.1), 10), SOL, 8, 4.7); | |
} else if (beat < 16 * 3) { | |
a = 4; | |
p = pos; | |
p -= 0.5 * a; | |
p = mod(p, a) - 0.5 * a; | |
pmod(p.xy, 8); | |
return dMenger(p, vec3(1.5, 2.2, 0.7 + 2.5 * (0.5 + 0.5 * cos(beatTau / 16))), 2.2, 4); | |
} | |
p = mod(pos, a) - 0.5 * a; | |
float s = 1; | |
for (int i = 0; i < 4; i++) { | |
p = abs(p) - 0.5; | |
rot(p.xy, -0.5); | |
p = abs(p) - 0.4; | |
rot(p.yz, -0.1); | |
float b = 1.4; | |
p *= b; | |
s *= b; | |
} | |
U(m, sdBox(p, vec3(0.5, 0.05, 0.05)) / s, SOL, 1, 10); | |
U(m, sdBox(p, vec3(0.1 + 0.5 * cos(beatTau / 8), 0.06, 0.05)) / s, VOL, 0.1, 1.9); | |
U(m, sdBox(p, vec3(0.2, 0.1, 0.1)) / s, VOL, saturate(cos(beatTau / 2 + TAU * pos.z / 8)), 5.5); | |
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; | |
if (d < t * 0.001) { | |
// col += evalLight(p, n, -ray, vec3(1), 0.7, 0.5) * 2; | |
vec3 n = normal(p); | |
float diffuse = saturate(dot(n, light)); | |
col += evalLight(p, n, -rd, vec3(1), 0.7, 0.5) * pal(m.w) * m.z; | |
t += d; | |
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; | |
} | |
void main(void) { | |
beat = time * 140 / 60; | |
beat = mod(beat, 16 * 4); | |
// beat = 16 * 2 + mod(beat, 16); | |
beatTau = beat * TAU; | |
beatPhase = phase(beat / 2.); | |
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); | |
uv -= 0.5; | |
uv /= vec2(v2Resolution.y / v2Resolution.x, 1); | |
vec3 ro = vec3(0, 0, 0.5 * time); | |
// ro = vec3(0, 2.5, -4); | |
if (beat < 16) | |
ro = vec3(0, 0, -8); | |
else if (beat < 16 * 2) | |
ro = vec3(0, 0, -15); | |
vec3 rd = vec3(uv, 1.1 + 0 * cos(TAU * time / 8)); | |
rd = normalize(rd); | |
light = normalize(vec3(1, 1, -1)); | |
vec3 col = render(ro, rd); | |
col += texture(texSessions, saturate(vec2(0.5 + uv.x, 0.5 - uv.y * 2))).rgb * 100 * fft(0.2); | |
out_color = vec4(col, 1); | |
} |
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