Created
September 5, 2018 21:17
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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 pi acos(-1.) | |
#define tau (pi*2.) | |
#define saturate(a) clamp(a,0.,1.) | |
#define iTime fract(fGlobalTime) | |
float tooth(float x, float offset, float scale) | |
{ | |
return saturate((abs(x-.5)-offset)*scale)*.12; | |
} | |
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 | |
); | |
} | |
vec3 pal(vec3 a, vec3 b, vec3 c, vec3 d, float t) | |
{ | |
return a+b*cos(tau*(c*t+d)); | |
} | |
vec3 rainbow(float t) | |
{ | |
return pal( | |
vec3(.5), | |
vec3(.5), | |
vec3(1), | |
vec3(0,1,2)/3, | |
t | |
); | |
} | |
vec4 plasma(vec2 uv) | |
{ | |
return vec4(rainbow(fract(atan(uv.x, uv.y) / tau)), 1); | |
} | |
float tick(float time) | |
{ | |
float t = saturate(fract(time)*3.); | |
const float k = 2.; | |
return (sin(mix(-k,k,t))/sin(k))*.5+.5; | |
} | |
const float DEPTH_EXPONENT = 1.15; | |
const float ATTENUATION = .2; | |
const float SPIRAL_RADIUS = .3; | |
const float FLIGHT_SPEED = 3.; | |
const float GEAR_THICKNESS = .2; | |
const float SPIRAL_PERIOD_SCALE = .4; | |
void main(void) | |
{ | |
vec2 screenUv = gl_FragCoord.xy / v2Resolution.xy; | |
vec2 baseUv = gl_FragCoord.xy / v2Resolution.xy - .5; | |
baseUv /= vec2(v2Resolution.y / v2Resolution.x, 1); | |
baseUv *= .65; | |
baseUv.y -= .05; | |
out_color = vec4(1,0,0,1); | |
for (int i = 20; i >= 0; --i) | |
{ | |
vec2 uv = baseUv; | |
vec2 uv2 = baseUv; | |
float depth = float(i) - fract(iTime*FLIGHT_SPEED); | |
float depth2 = depth + GEAR_THICKNESS; | |
uv *= pow(DEPTH_EXPONENT, depth); | |
uv2 *= pow(DEPTH_EXPONENT, depth2); | |
uv -= vec2( | |
sin(depth*SPIRAL_PERIOD_SCALE), | |
cos(depth*SPIRAL_PERIOD_SCALE)-1. | |
)*SPIRAL_RADIUS; | |
uv2 -= vec2( | |
sin(depth2*SPIRAL_PERIOD_SCALE), | |
cos(depth2*SPIRAL_PERIOD_SCALE)-1. | |
)*SPIRAL_RADIUS; | |
vec2 uvWithoutRotation = uv; | |
uv = rotate(uv, -tick(iTime+depth*.1) * (tau / 12.)); | |
float a = atan(uv.x, uv.y) / tau; | |
float gear1 = (length(uv) - .8) + tooth(fract(a * 12), .175, 8.); | |
float gear2 = (length(uv) - .83) + tooth(fract(a * 12), .23, 8.); | |
float gear3 = (length(uv2) - .8) + tooth(fract(a * 12), .175, 8.); | |
vec4 color = vec4(0); | |
if (gear1 > 0.) | |
{ | |
color = mix( | |
vec4(rainbow(depth*.1),1), | |
vec4(rainbow(depth*.1)*.6,1), | |
saturate(gear2*30.+.5) | |
); | |
} | |
else if (gear3 > 0.) | |
{ | |
color = vec4(rainbow(depth*.1)*.1,1); | |
} | |
color = saturate(color); | |
out_color = mix(out_color, color, color.a) * pow(.997, depth*depth); | |
} | |
out_color = pow(out_color, vec4(.4)); | |
} |
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