Created
November 21, 2018 23:11
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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 iTime fGlobalTime | |
const float phi = (1.+sqrt(5.))*.5; | |
float noise(vec3 p) | |
{ | |
return fract( | |
sin( | |
dot(p, vec3(12.4536728,432.45673828,32.473682)) | |
)*43762.342); | |
} | |
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 sdPlane(vec3 p, vec4 plane) | |
{ | |
plane.xyz = normalize(plane.xyz); | |
return dot(vec4(p,1),plane); | |
} | |
float sdBox(vec3 p, float r) | |
{ | |
p=abs(p)-r; | |
return max(p.x,max(p.y,p.z)); | |
} | |
float sdIcosahedron(vec3 p, float r) | |
{ | |
const float q = (sqrt(5)+3)/2; | |
const vec3 n1 = normalize(vec3(q,1,0)); | |
const vec3 n2 = vec3(sqrt(3)/3); | |
p = abs(p/r); | |
float a = dot(p, n1.xyz); | |
float b = dot(p, n1.zxy); | |
float c = dot(p, n1.yzx); | |
float d = dot(p, n2.xyz)-n1.x; | |
return max(max(max(a,b),c)-n1.x,d)*r; // turn into (...)/r for weird refractive effects when you subtract this shape | |
} | |
float sdDodecahedron(vec3 p, float r) | |
{ | |
const vec3 n = normalize(vec3(phi,1,0)); | |
p = abs(p/r); | |
float a = dot(p,n.xyz); | |
float b = dot(p,n.zxy); | |
float c = dot(p,n.yzx); | |
return (max(max(a,b),c)-n.x)*r; | |
} | |
float scene(vec3 p) | |
{ | |
p.xy = rotate(p.xy, p.z*.05); | |
float n = noise(floor((p)/4)); | |
float shape = fract((floor(p.x/4)+floor(p.y/4)*2.)/4.); | |
float spinOffset1 = floor(p.z/4); | |
float spinOffset2 = floor(p.z/4+2); | |
float spinOffset3 = floor(p.z/4+4); | |
p = mod(p,4.)-2.; | |
p.xy = rotate(p.xy, iTime+spinOffset1); | |
p.yz = rotate(p.yz, iTime+spinOffset2); | |
p.zx = rotate(p.zx, iTime+spinOffset3); | |
if (shape < .25) { | |
return min( | |
sdDodecahedron(p,1), | |
sdIcosahedron(p.zyx,1) | |
); | |
} else if (shape < .5) { | |
return max( | |
sdDodecahedron(p,1), | |
-sdIcosahedron(p.zyx,.9) | |
); | |
} else if (shape < .75) { | |
return max( | |
-sdDodecahedron(p,.95), | |
sdIcosahedron(p.zyx,1) | |
); | |
} else { | |
return max( | |
sdDodecahedron(p,.95), | |
sdIcosahedron(p.zyx,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); | |
uv *= 1.+length(uv)*.5; | |
vec3 cam = vec3(0,0,0); | |
vec3 dir = normalize(vec3(uv,1)); | |
//cam.yz = rotate(cam.yz, .3); | |
//dir.yz = rotate(dir.yz, .3); | |
cam.z = iTime * 4.; | |
dir.xy = rotate(dir.xy, iTime*.1); | |
//dir.yz = rotate(dir.yz, iTime*.3); | |
//dir.zx = rotate(dir.zx, iTime*.3); | |
float t = 0; | |
float k = 0; | |
int i; | |
for(i=0;i<100;++i) | |
{ | |
k = scene(cam+dir*t)*.55; | |
t += k; | |
if (k < .001) break; | |
} | |
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 iterFog = pow(1.-(float(i)/100), 2.); | |
float light = pow(max(0,n.x*.5+.5),2.); | |
float vignette = smoothstep(2,0,length(uv)); | |
vec3 a = mix(vec3(.01,.01,.1),vec3(0,1,1),iterFog); | |
vec3 b = mix(vec3(0,0,0),vec3(1,sin(iTime*.4)*.5+.5,cos(iTime*.4)*.5+.5),light*iterFog*4.); | |
out_color.rgb = a + b; | |
out_color *= vignette; | |
} |
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