Created
November 7, 2018 22:57
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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 | |
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 sdBox( vec3 p, vec3 b ) | |
{ | |
vec3 d = abs(p) - b; | |
return length(max(d,0.0)) + min(max(d.x,max(d.y,d.z)),0.0); | |
} | |
float sdBeveledBox(vec3 p, vec3 r, float R) | |
{ | |
float a = sdBox(p,r); | |
p=abs(p); | |
float b = (p.x + p.y - r.x - r.y + R) / sqrt(2); | |
float c = (p.y + p.z - r.y - r.z + R) / sqrt(2); | |
float d = (p.z + p.x - r.z - r.x + R) / sqrt(2); | |
float e = (p.x + p.y + p.z - r.x - r.y - r.z + R + R) / sqrt(3); | |
return max(max(max(a,b),max(c,d)),e); | |
} | |
float sdCylinder(vec3 p, float r) | |
{ | |
return length(p.zy)-r; | |
} | |
float sdCappedCylinder(vec3 p, float r, float h) | |
{ | |
return max(sdCylinder(p,r),abs(p.x)-h); | |
} | |
float scene(vec3 p) | |
{ | |
float box = sdBeveledBox(p, vec3(1.), .1); | |
p.xz=abs(p.xz); | |
p.xz=vec2(max(p.x,p.z),min(p.x,p.z)); | |
float a = sdBeveledBox(p-vec3(0,.25,0), vec3(1.1,.5,.2), .1); | |
float b = sdBeveledBox(p+vec3(0,.6,0), vec3(1.1,.15,.2), .1); | |
p.y=abs(p.y); | |
float indent = sdBeveledBox(p-vec3(1.06,.7,.7),vec3(.1),.05); | |
indent = sdCappedCylinder(p-vec3(1.06,.7,.7),.07,.1); | |
return max(min(box,max(min(a,b),p.x-1.05)),-indent); | |
} | |
float scene2(vec3 p) | |
{ | |
return -(length(p)-7.); | |
return -sdBox(p, vec3(7.)); | |
} | |
float CAMERA_ELEVATION = 0.4; | |
float SPIN_RATE = .3; | |
float REFRACTIVITY = sin(fGlobalTime*.5)*.5+.5; | |
void cameraSpin(inout vec3 p) | |
{ | |
p.yz = rotate(p.yz, CAMERA_ELEVATION); | |
p.xz = rotate(p.xz, fGlobalTime*SPIN_RATE); | |
} | |
void cameraSpinBackwards(inout vec3 p) | |
{ | |
p.xz = rotate(p.xz, -fGlobalTime*SPIN_RATE); | |
p.yz = rotate(p.yz, -CAMERA_ELEVATION); | |
} | |
vec3 background(vec2 uv) | |
{ | |
vec3 cam = vec3(0,0,-5); | |
vec3 dir = normalize(vec3(uv,1)); | |
float t=0; | |
float k=0; | |
for(int i=0;i<100;++i) | |
{ | |
k = scene2(cam+dir*t); | |
t+=k; | |
if (k<.001) | |
break; | |
} | |
vec3 h = cam+dir*t; | |
float T = length(sin(h*2.))/sqrt(3); | |
T=fract(T+fGlobalTime*.05); | |
T=step(.5,T); | |
vec3 output = vec3(.9)+T*.1-.2; | |
output -= smoothstep(0,1,length(uv))*.5; | |
return output; | |
} | |
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); | |
vec3 cam = vec3(0,0,-10); | |
vec3 dir = normalize(vec3(uv,2.5)); | |
vec3 fwd = vec3(0,0,1); | |
cameraSpin(cam); | |
cameraSpin(dir); | |
cameraSpin(fwd); | |
float t=0; | |
float k=0; | |
for(int i=0;i<100;++i) | |
{ | |
k = scene(cam+dir*t); | |
t+=k; | |
if (k<.001) | |
break; | |
} | |
vec3 h = cam+dir*t; | |
vec2 o = vec2(.001, 0); | |
vec3 worldNormal = 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) | |
)); | |
vec3 eyeNormal = worldNormal; | |
cameraSpinBackwards(eyeNormal); | |
vec3 specular = vec3(0); | |
if (k < .001) | |
{ | |
uv += reflect(vec3(0,0,1),eyeNormal).xy * REFRACTIVITY * .3; | |
specular += pow(1.-max(0,dot(-dir,worldNormal)),5.) * REFRACTIVITY * .5; | |
} | |
out_color.rgb = background(uv) + specular; | |
out_color.rgb = pow(out_color.rgb, vec3(1.2,1.1,1.0)); | |
} |
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