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06-flopine.glsl
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06-flopine.glsl
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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
float PI = 3.141592;
float time = fGlobalTime;
vec2 mo(vec2 p, vec2 d)
{
p = abs(p)-d;
if (p.y>p.x) p.xy = p.yx;
return p;
}
vec2 moda (vec2 p, float per)
{
float a = atan(p.y,p.x);
float l = length(p);
a= mod(a-per/2., per) -per/2.;
return vec2 (cos(a), sin(a))*l;
}
mat2 rot(float a)
{return mat2(cos(a),sin(a),-sin(a), cos(a));}
float cylH (vec3 p, float r, float h)
{return max(length(p.xz)-r,abs(p.y)-h);}
float cyl (vec2 p, float r)
{return length(p)-r;}
float box (vec3 p, vec3 c)
{return length(max(abs(p)-c,0.));}
float g1 = 0.;
float prim1 (vec3 p)
{
p.y = fract(p.y) -0.5;
float d = cylH(p.yxz, 0.1, 1.);
g1 += 0.01/(0.01+d*d);
return d;
}
float g2 = 0.;
float prim2(vec3 p)
{
p.xz = moda(p.xz, PI);
p.x -= 1.;
float d = cyl(p.xz, 0.1);
g2 += 0.01/(0.01+d*d);
return d;
}
float prim3 (vec3 p)
{
float bounce = 0.05 + exp(-fract(time))*0.5;
p.xy = mo(p.xy, vec2 (2.));
p.z += cos(p.x+time);
p.y += sin(p.x);
p.z += 1.5;
p.y = abs(p.y);
p.y -= 2.;
return box (p, vec3(1e9, bounce, bounce));
}
float SDF (vec3 p)
{
float b = prim3(p);
float per = 5.;
p.x = mod(p.x-per/2., per)-per/2.;
p.xz = mo(p.xz, vec2 (1.2));
p.xz *= rot(time);
p.xz *= rot(p.y*0.5);
return min(min (prim1(p), prim2(p)), b);
}
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 += texture(texNoise, uv+time).rg * 0.09;
vec3 ro = vec3(0.001+time*5.,0.001, -10.); vec3 p = ro;
vec3 rd = normalize(vec3(uv,1.));
float shad = 0.;
for (float i = 0.; i<64.; i++)
{
float d = SDF(p);
if (d<0.001)
{
shad = i/64.;
break;
}
p += d*rd*0.5;
}
vec3 col = vec3(shad)*0.1;
col += (g1*vec3(0.1,0.5,0.6) + g2 *vec3(0.5,0.1,0.))*0.5;
out_color = vec4(pow(col, vec3(0.45)),1.);
}