Created
November 18, 2023 19:37
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#version 420 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
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 texPreviousFrame; // screenshot of the previous frame | |
uniform sampler2D texChecker; | |
uniform sampler2D texNoise; | |
uniform sampler2D texTex1; | |
uniform sampler2D texTex2; | |
uniform sampler2D texTex3; | |
uniform sampler2D texTex4; | |
layout(r32ui) uniform coherent restrict uimage2D[3] computeTex; | |
layout(r32ui) uniform coherent restrict uimage2D[3] computeTexBack; | |
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything | |
#define U gl_FragCoord.xy | |
#define R vec2(v2Resolution.xy) | |
#define T fGlobalTime | |
#define pi acos(-1.) | |
#define tau (acos(-1.)*2.) | |
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) | |
// hashes | |
uint seed = 12512; | |
uint hashi( uint x){ | |
x ^= x >> 16;x *= 0x7feb352dU;x ^= x >> 15;x *= 0x846ca68bU;x ^= x >> 16; | |
return x; | |
} | |
#define hash_f_s(s) ( float( hashi(uint(s)) ) / float( 0xffffffffU ) ) | |
#define hash_f() ( float( seed = hashi(seed) ) / float( 0xffffffffU ) ) | |
#define hash_v2() vec2(hash_f(),hash_f()) | |
#define hash_v3() vec3(hash_f(),hash_f(),hash_f()) | |
#define hash_v4() vec3(hash_f(),hash_f(),hash_f(),hash_f()) | |
vec2 sample_disk(){ | |
vec2 r = hash_v2(); | |
return vec2(sin(r.x*tau),cos(r.x*tau))*sqrt(r.y); | |
} | |
// point projection | |
ivec2 proj_p(vec3 p, float t){ | |
// arbitrary camera stuff | |
float tt = t*2; | |
p += sin(vec3(1.1,0.78,0.6)*tt*0.3)*0.1; | |
p += sin(vec3(1.1,0.78,0.6)*tt*1.)*0.1; | |
p.xz *= rot(tt*0.25 + sin(tt*0.25)); | |
p.xy *= rot(sin(tt*0.3)*0.2); | |
p.z -= -5.5; | |
// perspective proj | |
p.xy /= p.z*0.5; | |
// depth of field | |
p.xy += sample_disk() * abs(p.z - 5. + sin(T))*0.01; | |
// convert point to ivec2. From 0 to resolution.xy | |
ivec2 q = ivec2((p.xy + vec2(R.x/R.y,1)*0.5)*vec2(R.y/R.x,1)*R); | |
if(any(greaterThan(q, ivec2(R))) || any(lessThan(q, ivec2(0)))){ | |
q = ivec2(-1); | |
} | |
return q; | |
} | |
void store_pixel(ivec2 px_coord, vec3 col){ | |
// colour quantized to integer. | |
ivec3 quant_col = ivec3(col * 1000); | |
// no clue why it wants ivec4() here... | |
imageStore(computeTex[0], px_coord, ivec4(quant_col.x)); | |
imageStore(computeTex[1], px_coord, ivec4(quant_col.y)); | |
imageStore(computeTex[2], px_coord, ivec4(quant_col.z)); | |
} | |
void add_to_pixel(ivec2 px_coord, vec3 col){ | |
// colour quantized to integer. | |
ivec3 quant_col = ivec3(col * 1000); | |
imageAtomicAdd(computeTex[0], px_coord, quant_col.x); | |
imageAtomicAdd(computeTex[1], px_coord, quant_col.y); | |
imageAtomicAdd(computeTex[2], px_coord, quant_col.z); | |
} | |
vec3 read_pixel(ivec2 px_coord){ | |
return 0.001*vec3( | |
imageLoad(computeTexBack[0],px_coord).x, | |
imageLoad(computeTexBack[1],px_coord).x, | |
imageLoad(computeTexBack[2],px_coord).x | |
); | |
} | |
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); | |
// Init hash | |
seed = 215125125; | |
seed += hashi(uint(U.x)) + hashi(uint(U.y)*125); | |
vec3 col = vec3(0); | |
// Only run for the first 400 horizontal pixels | |
if(gl_FragCoord.x < 400){ | |
int iters = 30; | |
float t = T - hash_f()*1./30; | |
float env = t + sin(t)*0.5; | |
float envb = sin(t*0.45); | |
vec3 p = hash_v3(); | |
vec3 acc = vec3(1); | |
for(int i = 0; i < iters; i++){ | |
float r = hash_f(); | |
// basic Chaos Game stuff. Pick randomly from a couple of transforms, can be anything. | |
// Computerphile video or my article explains it. | |
vec3 dest = vec3(1); | |
if(r<.25){ | |
dest = vec3(-1,-1,-0.5 ); | |
} else if(r<.0){ | |
dest = vec3(-1,1,-0.5 + cos(T)); | |
} else if (r < 0.75){ | |
dest = vec3(1,-1,-0.5); | |
} else { | |
dest = vec3(0,0,2.); | |
} | |
if(hash_f() < 0.5){ | |
dest = -dest; | |
} | |
if(hash_f() < 0.5){ | |
p = mix(p,dest,hash_f()*1.5); | |
} else{ | |
p = mix(p,dest,0.5); | |
} | |
// some arbitrary colouring algorithm. | |
acc += (1.0 + sin(T*0.2))/dot(p,p); | |
ivec2 q = proj_p(p,t); | |
// if inside screen | |
if(q.x >= 0){ | |
add_to_pixel( | |
q, 0.5 + 0.5 * sin(vec3(3,2,1)*acc*0.6) | |
); | |
} | |
} | |
} | |
vec3 s = read_pixel(ivec2(gl_FragCoord.xy))*0.1; | |
// tonemap stuff | |
s = s/(1+s*1.); | |
s = mix(s,smoothstep(0.,1.,s),0.); | |
s *= 1.2; | |
col = vec3(1)*1.0; | |
col -= s; | |
col = pow(col,vec3(.45454)); | |
out_color = vec4(col,0); | |
} |
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