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...hader_file_sources/2024_04_29_shader_jam_monday_night_bytes/sender_fieldfx_aldroidia.glsl
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#version 420 core | ||
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uniform float fGlobalTime; // in seconds | ||
uniform vec2 v2Resolution; // viewport resolution (in pixels) | ||
uniform float fFrameTime; // duration of the last frame, in seconds | ||
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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 texSessions; | ||
uniform sampler2D texSessionsShort; | ||
uniform sampler2D texTex1; | ||
uniform sampler2D texTex2; | ||
uniform sampler2D texTex3; | ||
uniform sampler2D texTex4; | ||
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layout(r32ui) uniform coherent restrict uimage2D[3] computeTex; | ||
layout(r32ui) uniform coherent restrict uimage2D[3] computeTexBack; | ||
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layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything | ||
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mat2 rot(float a) { | ||
return mat2(cos(a),-sin(a),sin(a),cos(a)); | ||
} | ||
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vec2 min2(vec2 a,vec2 b) { | ||
return a.x<b.x ? a : b; | ||
} | ||
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vec2 cbsh(vec3 p) { | ||
p *= 0.5+10*texture(texFFTSmoothed,0.1).x; | ||
float cb=length(p)-2; | ||
if (mod(texture(texFFTIntegrated,0.5).x,2)>1.) { | ||
vec3 q=abs(p)-1.5; | ||
q.xz *= rot(sin(fGlobalTime)); | ||
cb = max(q.x,max(q.y,q.z)); | ||
} | ||
return vec2(cb,1); | ||
} | ||
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vec2 bwl(vec3 p) { | ||
p.x = abs(p.x); | ||
p.xz *= rot(1.2+sin(fGlobalTime)); | ||
return vec2(-p.z+10,3); | ||
} | ||
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vec2 map(vec3 p) { | ||
return min2( | ||
cbsh(p), | ||
min2( | ||
vec2(p.y+2,2), | ||
bwl(p) | ||
) | ||
); | ||
} | ||
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vec3 gn(vec3 p) { | ||
vec2 e=vec2(0.001,0); | ||
return normalize(map(p).x-vec3(map(p-e.xyy).x,map(p-e.yxy).x,map(p-e.yyx).x)); | ||
} | ||
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void main(void) | ||
{ | ||
vec2 suv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); | ||
vec2 uv = suv-0.5; | ||
uv /= vec2(v2Resolution.y / v2Resolution.x, 1); | ||
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if (length(uv) > 0.7) { | ||
uv = floor(uv*20)/20; | ||
} | ||
float axr = sin(fGlobalTime*0.45)*2; | ||
uv *= rot(axr); | ||
uv.x=abs(uv.x); | ||
uv *= rot(-sin(fGlobalTime*0.1)); | ||
uv *= rot(-axr); | ||
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vec3 ro=vec3(0,0,-10),rd=normalize(vec3(uv+vec2(sin(fGlobalTime)*0.5,0),1)); | ||
float t=0; | ||
vec2 d; | ||
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float gcl=0; | ||
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for (int i=0;i<200;++i) { | ||
d=map(ro+rd*t); | ||
if (d.x<0.01) { | ||
if (d.y==3) { | ||
vec3 n = gn(ro+rd*t); | ||
ro = ro + rd *t; | ||
rd = reflect(rd,n); | ||
t += 0.1; | ||
gcl=0.11; | ||
} else { | ||
break; | ||
} | ||
} | ||
t += d.x; | ||
} | ||
float incld = 1-uv.y; | ||
vec3 col=vec3(mod(floor(incld*incld*50/(1-texture(texFFT,uv.y).x)*2),2))*(-0.1+uv.y)*vec3(1,1.,0)*2; | ||
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if (d.x<0.01) { | ||
vec3 p=ro+rd*t; | ||
vec3 texcol = vec3(0); | ||
if (d.y == 1) texcol = vec3(texture(texFFTSmoothed,0.1).x*500)*floor(mod((uv.y+uv.x)*10+fGlobalTime,2)); | ||
else if (d.y == 2) { | ||
vec2 luv = p.xz; | ||
luv += vec2(sin(fGlobalTime*0.2)*10,atan(sin(fGlobalTime))*5); | ||
luv *= rot(sin(fGlobalTime)); | ||
texcol = vec3(mod(floor(luv.x*1)+floor(luv.y*1),2)); | ||
} | ||
col=texcol*dot(gn(ro+rd*t),-rd); | ||
col.xz+=texture(texPreviousFrame,suv+texture(texFFTSmoothed,0.05).x*4/t).yy*1.2; | ||
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} | ||
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col -= length(uv)/4; | ||
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out_color = vec4(col+gcl,1); | ||
} |