Created
September 12, 2018 21:23
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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 | |
#define ORTHO 1 | |
#define SPIN 0 | |
#define iTime (fGlobalTime * 6.0) | |
#define iLoopedTime (mod(iTime, NUM * 2.)) | |
#define iLoopedTime2 (mod(iTime / (NUM * 2.), 3.)) | |
#define NUM 3 | |
#define pi (acos(-1.)) | |
#define tau (pi * 2.) | |
#define halfPi (pi * .5) | |
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 min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); | |
} | |
float sdBox2( vec2 p, vec2 b ) | |
{ | |
vec2 d = abs(p) - b; | |
return min(max(d.x,d.y),0.0) + length(max(d,0.0)); | |
} | |
float sdSpinningBox(vec3 p) | |
{ | |
if (iLoopedTime < NUM) | |
{ | |
p.x -= NUM; | |
p.z -= floor(iLoopedTime); | |
p.zy = rotate(p.zy, fract(iTime)*halfPi); | |
} | |
else | |
{ | |
p.x += floor(iLoopedTime-NUM-NUM+1); | |
p.z -= NUM; | |
p.xy = rotate(p.xy, (1.-fract(iTime))*halfPi); | |
} | |
return sdBox(p+vec3(.5,-.5,.5), vec3(.4)) - .1; | |
} | |
float sdFloor(vec3 p) | |
{ | |
return sdBox(p+vec3(-NUM,NUM,-NUM)*.5, vec3(NUM * .5)); | |
} | |
float scene(vec3 p) | |
{ | |
return min( | |
sdFloor(p), | |
sdSpinningBox(p) | |
); | |
} | |
float cellMask(vec2 p) | |
{ | |
return smoothstep(.0, -.1, sdBox2(p-.5,vec2(.37)) - .1 ); | |
} | |
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,-5); | |
vec3 dir = normalize(vec3(uv,1)); | |
#if ORTHO | |
cam = vec3(uv*7.,-5); | |
dir = vec3(0,0,1); | |
#endif | |
dir.xy = rotate(dir.xy, -floor(iLoopedTime2) * tau / 3); | |
cam.xy = rotate(cam.xy, -floor(iLoopedTime2) * tau / 3); | |
#if SPIN | |
dir.xy = rotate(dir.xy, (iLoopedTime2 - .5) * tau / 3); | |
cam.xy = rotate(cam.xy, (iLoopedTime2 - .5) * tau / 3); | |
#endif | |
cam.yz = rotate(cam.yz, atan(1,sqrt(2))); | |
dir.yz = rotate(dir.yz, atan(1,sqrt(2))); | |
cam.xz = rotate(cam.xz, -pi/4); | |
dir.xz = rotate(dir.xz, -pi/4); | |
float t = 0; | |
for(int i=0;i<100;++i) | |
{ | |
t += scene(cam+dir*t); | |
} | |
vec3 h = cam+dir*t; | |
vec2 o = vec2(.01,0); | |
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) | |
)); | |
bool isCube = h.y > .001; | |
if (isCube) | |
{ | |
n.xz = -n.xz; | |
if (iLoopedTime2 >= 2.) | |
{ | |
n = n.zxy; | |
} | |
else if (iLoopedTime2 >= 1.) | |
{ | |
n = n.yzx; | |
} | |
n.xz = -n.xz; | |
out_color = vec4(n*.5+.5, 1); | |
vec3 light = normalize(vec3(-4,5,-2)); | |
out_color = vec4(pow(dot(n,light), 4.)) + vec4(.15,.1,.4,1); | |
} | |
else | |
{ | |
float side = 0; | |
if (n.x < -.5) | |
{ | |
h = h.zxy; | |
h.z = -h.z; | |
side = 1; | |
} | |
if (n.z < -.5) | |
{ | |
h = h.yzx; | |
h.x = -h.x; | |
side = 2; | |
} | |
ivec2 cell = ivec2(floor(h.xz)); | |
if (max(cell.x,cell.y)==NUM-1 && cell.x >= 0 && cell.y >= 0) | |
{ | |
float mask = cellMask(fract(h.xz)); | |
float intensity = NUM + cell.y - cell.x; | |
intensity /= (NUM*2); | |
intensity = (side+intensity) / 3; | |
intensity = fract(intensity - fract(iLoopedTime2) / 3); | |
intensity = intensity * intensity * 3.5; | |
out_color = vec4(fract(h.xz), 0, 1); | |
out_color = vec4(mask * intensity) * vec4(.15,.1,.4,1); | |
} | |
else | |
{ | |
out_color = vec4(0); | |
} | |
//out_color = vec4(fract(h.xz), 0, 1); | |
} | |
} |
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