Created
September 19, 2018 21:16
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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 iTime (4 * fGlobalTime / pi) | |
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 sdTorus( vec3 p, vec2 t ) | |
{ | |
vec2 q = vec2(length(p.xz)-t.x,p.y); | |
return length(q)-t.y; | |
} | |
float sdSphere(vec3 p, float r) | |
{ | |
return length(p)-r; | |
} | |
float tick() | |
{ | |
float t = sin(iTime)*.5+.5; | |
// t = smoothstep(0,1,t); | |
return t*2-1; | |
} | |
vec2 halfScene(vec3 p) | |
{ | |
//p.x += tick()*(sign(p.z)); | |
//p.z = abs(p.z); | |
p.x = mod(p.x+2, 4)-2; | |
float env = max( | |
max(p.y,-p.z), | |
-sdTorus(p, vec2(1,.25)) | |
); | |
p.xz = rotate(p.xz, iTime); | |
p.z -= sign(cos(iTime)); | |
float ball = sdSphere(p,.25); | |
return vec2(min(env,ball), env<ball?1:0); | |
} | |
vec2 scene(vec3 p) | |
{ | |
vec3 pA = p; | |
vec3 pB = p; | |
pA.x += tick(); | |
pB.x -= tick(); | |
pB.z *= -1; | |
vec2 a = halfScene(pA); | |
vec2 b = halfScene(pB); | |
return vec2(min(a.x,b.x),a.x<b.x?a.y:b.y); | |
} | |
vec3 trace(vec3 cam, vec3 dir) | |
{ | |
vec3 accum = vec3(1); | |
for(int bounce=0;bounce<3;++bounce) | |
{ | |
float t; | |
vec2 k; | |
for(int i=0;i<100;++i) | |
{ | |
k = scene(cam+dir*t); | |
t += k.x; | |
if (k.x < .001 || k.x > 10) | |
break; | |
} | |
// sky hack | |
if (k.x > 10) | |
k.y = 2; | |
vec3 h = cam+dir*t; | |
vec2 o = vec2(.001, 0); | |
vec3 n = normalize(vec3( | |
scene(h+o.xyy).x-scene(h-o.xyy).x, | |
scene(h+o.yxy).x-scene(h-o.yxy).x, | |
scene(h+o.yyx).x-scene(h-o.yyx).x | |
)); | |
if (k.y == 2) | |
{ | |
// sky | |
return vec3(dir.y*.15+.1) * vec3(.5,1,.8) * 2.; | |
//return mix(.1,.4,dir.y*.5+.5); | |
return vec3(0,0,1); | |
} | |
if (k.y == 1) | |
{ | |
float A = .1; | |
float B = scene(h+n*A).x; | |
float fakeAO = clamp(B/A,0,1); | |
fakeAO = pow(fakeAO,.6)*.2+.8; | |
float light = n.y*.5+.5; | |
vec3 color = vec3(.3,1,.7)*.8; | |
h.x += tick() * sign(h.z); | |
if(h.y > -.001) | |
color += smoothstep(.071,.07,length(fract(h.xz*4)-.5)); | |
// floor | |
return light * fakeAO * accum * color; | |
} | |
else | |
{ | |
// balls | |
float fresnel = pow(1.-dot(-dir,n),3); | |
fresnel = mix(.04,1.,fresnel); | |
accum *= fresnel; | |
cam = h + n*.0015; | |
dir = reflect(dir, n); | |
} | |
} | |
return vec3(0); | |
} | |
void main(void) | |
{ | |
vec2 uv = gl_FragCoord.xy / v2Resolution.xy-.5; | |
uv.x *= v2Resolution.x / v2Resolution.y; | |
//uv *= 1.+length(uv)*.4; | |
//vec3 cam = vec3(0,0,-2); | |
//vec3 dir = normalize(vec3(uv, 1)); | |
//for(int i=0;i<3;++i) | |
{ | |
//uv *= 0.99; | |
vec3 cam = vec3(uv*4,-5); | |
vec3 dir = vec3(0,0,1); | |
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); | |
//out_color[i] = trace(cam,dir).x; | |
out_color.rgb = trace(cam,dir); | |
} | |
} |
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