Created
August 15, 2018 21:35
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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; | |
#define iTime fGlobalTime | |
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything | |
float height(vec2 uv) | |
{ | |
float curve = smoothstep(1,0,length(uv)) * .5; | |
float sinus = 0; | |
//sinus += sin(uv.x*30.+iTime*20.); | |
//sinus += sin(uv.y*30.+iTime*20.); | |
sinus += .8-length(fract(uv*6.+iTime*4.)-.5); | |
//sinus = sinus * .25 + .5; | |
return curve * sinus; | |
} | |
float funnysphere(vec3 p) | |
{ | |
p.y *= 1.5; | |
vec3 n = normalize(p); | |
vec2 sg = p.xz / (1. + p.y); | |
float offset = length(fract(sg*6.+iTime*4.)-.5)*.35; | |
return length(p+vec3(0,.4,0))-1. + offset; | |
} | |
float _smin( float a, float b, float k ) | |
{ | |
float res = exp( -k*a ) + exp( -k*b ); | |
return -log( res )/k; | |
} | |
float smin( float a, float b) | |
{ | |
return _smin(a,b,25.); | |
} | |
float metaballs(vec3 p) | |
{ | |
p -= vec3(0,.65,0); | |
vec3 p0 = p + sin(vec3(2.13, 2.17, 2.37)*iTime)*.2; | |
vec3 p1 = p + sin(vec3(2.15, 2.87, 2.57)*iTime)*.2; | |
vec3 p2 = p + sin(vec3(2.11, 2.47, 2.97)*iTime)*.2; | |
return smin( | |
smin( | |
length(p0)-.13, | |
length(p1)-.13 | |
), | |
length(p2)-.13 | |
); | |
} | |
float scene(vec3 p) | |
{ | |
float a = metaballs(p); | |
return smin( | |
smin( | |
p.y, | |
funnysphere(p) | |
), | |
metaballs(p) | |
); | |
float scale = pow(.3,p.y); | |
return p.y - height(p.xz * scale); | |
return length(p)-1.; | |
} | |
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 sawtooth(float x) | |
{ | |
x *= 10.; | |
return (fract(x)+fract(x*1.337))/2.; | |
} | |
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); | |
#if defined(CHROMAB) | |
for(int c =0; c < 3;++c) | |
{ | |
#endif | |
vec3 cam = vec3(0,0,-5); | |
vec3 dir = normalize(vec3(uv, 4)); | |
cam.xz = rotate(cam.xz, iTime*.2); | |
dir.xz = rotate(dir.xz, iTime*.2); | |
cam.y = .45; | |
//dir.y = -abs(dir.y); | |
float t = 0.; | |
int i = 0; | |
for (i = 0; i< 100; ++i) | |
{ | |
float k = scene(cam + dir * t); | |
t += k * .3; | |
if(k < .001) | |
break; | |
} | |
float iter = 1.-float(i)/100.; | |
vec3 h = cam + dir * t; | |
vec2 o = vec2(.001, 0); | |
vec3 n = 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) | |
)); | |
float fresnel = pow(1.-max(0.,dot(n,-dir)),5.)*.96+.04; | |
//fresnel += pow(max(0.,dot(n,-dir)),30.)*.96+.04; | |
#if defined(CHROMAB) | |
out_color[c] = fresnel; | |
#else | |
out_color = vec4(fresnel); | |
#endif | |
//out_color -= step(.1,fract(h.x*4.))*.2; | |
//out_color -= step(.1,fract(h.z*4.))*.2; | |
/*out_color = mix( | |
vec4(0,1,1,0), | |
vec4(1,0,1,0), | |
out_color//fract(out_color+iTime) | |
);*/ | |
#if defined(CHROMAB) | |
uv *= 1.02; | |
} | |
#endif | |
} |
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