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December 2, 2023 00:15
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GLSL LiveCoding@Inércia 2023
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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 texInercia; | |
uniform sampler2D texInerciaBW; | |
uniform sampler2D texNoise; | |
uniform sampler2D texSessions; | |
uniform sampler2D texSessionsShort; | |
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 ) * 20.0 ); | |
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 VOL 0 | |
#define SOL 1 | |
#define saturate(x) clamp(x, 0, 1) | |
float beat, beatTau; | |
vec3 pos; | |
float scene; | |
vec3 pal(float h) { | |
vec3 col = vec3(0.5) + 0.5 * cos(TAU * (vec3(0, 0.33, 0.67) + h)); | |
return mix(col, vec3(1), 0.1 * floor(h)); | |
} | |
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 rot(inout vec2 p, float a) { | |
p *= mat2(cos(a), sin(a), -sin(a), cos(a)); | |
} | |
void U(inout vec4 m, float d, float a, float b, float c) { | |
if (d < m.x) m = vec4(d, a, b, c); | |
} | |
vec4 map(vec3 p) { | |
pos = p; | |
float a = 16; | |
vec4 m = vec4(1); | |
vec3 of1 = vec3(6.26, 2.7, 1.5); | |
p = mod(p, a) - 0.5 * a; | |
p -= of1; | |
for (int i = 0; i < 1 + scene; i++) { | |
p = abs(p + of1) - of1; | |
rot(p.xz, TAU * (0.05 + scene * 0)); | |
rot(p.zy, TAU * 0.35); | |
rot(p.xy, TAU * -0.05); | |
} | |
vec3 p2 = p; | |
p2.y = mod(p2.y, 0.4) - 0.5 * 0.4; | |
vec3 p3 = p; | |
p3.y = mod(p3.y, 4) - 0.5 * 4; | |
U(m, sdBox(p2, vec3(1, 0.05, 1)), SOL, 0.1, 1); | |
U(m, sdBox(p, vec3(0.5, 20, 0.5)), VOL, saturate(cos(beatTau / 2 + p.y * TAU / 4)), 2.8 + 0.1 * scene + ((scene == 3) ? (fract(p.y * 2.3) - 2) : 0)); | |
U(m, sdBox(p3, vec3(1, 0.2, 1)), VOL, saturate(cos(beatTau / 2 + TAU / 32 * pos.z / 16)), 2.4 + 0.1 * scene); | |
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 += float(i) / 50 * pal(m.w) * m.z; | |
t += d; | |
break; | |
} | |
} else { | |
t += abs(d) + 0.1; | |
col += 0.2 * pal(m.w) * m.z * exp(d); | |
} | |
} | |
col = mix(vec3(0), col, exp(-0.001 * t)); | |
return col; | |
} | |
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 * 120 / 60; | |
beatTau = beat * TAU; | |
scene = floor(beat / 4); | |
scene += saturate(pow(fract(beat / 4), 1) - abs(uv.y)); | |
// vec2 up = vec2(0, 1); | |
// rot(up, TAU * pow(fract(beat / 4), 3)); | |
// scene += dot(uv, up) > 0 ? 1 : 0; | |
scene = mod(floor(scene + 0.5), 6); | |
vec3 ro = vec3(0, 0, 4 * time); | |
vec3 rd = vec3(uv, 1); | |
rd = normalize(rd); | |
vec3 col = render(ro, rd); | |
out_color = vec4(col, 1); | |
} |
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