25分でライブコーディングしたシェーダーです。
This shader was coded in 25 minutes.
Shader showdown quarter-final at #TokyoDemoFest
#GLSL #Bonzomatic #Shader #LiveCoding
25分でライブコーディングしたシェーダーです。
This shader was coded in 25 minutes.
Shader showdown quarter-final at #TokyoDemoFest
#GLSL #Bonzomatic #Shader #LiveCoding
#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 | |
vec4 plas( vec2 v, float time ) | |
{ | |
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 200.0 * sin(fGlobalTime) ); | |
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 ); | |
} | |
#define time fGlobalTime | |
#define PI acos(-1) | |
#define TAU (2.*PI) | |
#define saturate(x) clamp(x, 0, 1) | |
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)); | |
} | |
vec4 map(vec3 p) { | |
vec3 pos = p; | |
p = mod(p, 1) - 0.5; | |
// return length(p) - 0.1; | |
vec4 m = vec4(1, 1, 1, 1); | |
float s = 1.; | |
for(int i = 0; i < 5; i++) { | |
p = abs(p) - 0.5; | |
rot(p.xy, -0.5); | |
p = abs(p) - 0.4 + 0. * cos(TAU * time / 4); | |
rot(p.yz, -0.1); | |
float a = 1.4; | |
p *= a; | |
s *= a; | |
} | |
U(m, sdBox(p, vec3(0.5, 0.05, 0.05)) / s, 1, 1, 0); | |
U(m, sdBox(p, vec3(0.5 + 0.5 * (cos(TAU * time / 4)), 0.06, 0.05)) / s, 0, 0.1, 0.5); | |
U(m, sdBox(p, vec3(0.2, 0.6, 0.1)) / s, 0, saturate(cos(TAU * (time + pos.z / 8))), -0.5); | |
return m; | |
} | |
vec3 fbm(vec3 p) { | |
return sin(p) + sin(p*2) / 2 + sin(p*4) / 4; | |
} | |
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); | |
vec2 m; | |
m.x = atan(uv.x / uv.y) / 3.14; | |
m.y = 1 / length(uv) * .2; | |
float d = m.y; | |
float f = texture( texFFT, d ).r * 100; | |
m.x += sin( fGlobalTime ) * 0.1; | |
m.y += fGlobalTime * 0.25; | |
/*vec4 t = plas( m * 3.14, fGlobalTime ) / d; | |
t = clamp( t, 0.0, 1.0 ); | |
out_color = f + t;*/ | |
vec3 col = vec3(0); | |
vec3 ro = vec3(0, 0, time); | |
vec3 ray = vec3(uv, 1.1 + cos(TAU * time / 8)); | |
ray += 0.1 * fbm(vec3(1, 2, 3) + TAU * time / 4); | |
// rot(ray.xy, time); | |
// rot(ray.yz, time); | |
ray = normalize(ray); | |
float t = 0.; | |
for(int i = 0; i < 100; i++) { | |
vec3 p = ro + ray * t; | |
vec4 m = map(p); | |
float d = m.x; | |
if (m.y == 1.) { | |
t += d; | |
if (d < 0.001) { | |
col += 0.005 * float(i); | |
break; | |
} | |
} else { | |
t += abs(d) * 0.5 + 0.01; | |
col += saturate(0.001 * vec3(1 + m.w, 1, 1 - m.w) * m.z / abs(d)); | |
} | |
} | |
col = mix(vec3(0), col, exp(-0.7 * t)); | |
out_color = vec4(col, 1); | |
} |