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201
.../shader_file_sources/2024_04_29_shader_jam_monday_night_bytes/grabber_fieldfx_catnip.glsl
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#version 410 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 texInercia; | ||
uniform sampler2D texInerciaBW; | ||
uniform sampler2D texNoise; | ||
uniform sampler2D texTex1; | ||
uniform sampler2D texTex2; | ||
uniform sampler2D texTex3; | ||
uniform sampler2D texTex4; | ||
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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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#define r2d(p,a) p=cos(a)*p+sin(a)*vec2(-p.y, p.x); | ||
#define time fGlobalTime * 2. | ||
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float cat(vec2 p) { | ||
p.x = abs(p.x); | ||
vec2 q=p; | ||
q.x = abs(q.x-.2); | ||
q.y += q.x - .2; | ||
float r = abs(q.y)<.05 && q.x<.15 ? 1. : 0.; | ||
p.x -= .6; | ||
p.y = abs(p.y) - .08; | ||
r += abs(p.y)<0.03 && abs(p.x)<.15 ? 1. : 0.; | ||
return r; | ||
} | ||
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float iPlane(vec3 p, vec3 d){ | ||
return p.y / -d.y; | ||
} | ||
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float smin(float a, float b, float k) { | ||
float h = clamp(.5 + .5 * (b-a) / k, 0., 1.); | ||
return mix(b, a, h) - k * h * (1. - h); | ||
} | ||
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float ldist(vec3 p, vec3 a, vec3 b, float r) { | ||
vec3 pa = p-a, ba = b-a; | ||
float h = clamp(dot(pa,ba) / dot(ba,ba), 0., 1.); | ||
return length(pa - ba*h) - r; | ||
} | ||
float df(vec3 p) { | ||
p.y -= 3.; | ||
float sx = sign(p.x); | ||
p.x = abs(p.x); | ||
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vec3 a = vec3(0, -abs(sin(time))*.5, 1), | ||
b = vec3(0,-1.5,0); | ||
r2d(b.yz, sin(time)); | ||
float d = smin( | ||
length(p + a) - 1., | ||
length(p - vec3(0, -abs(sin(time-.3))*.5, 1)) - 1., | ||
1.5) * .7; | ||
a.x += 1.; | ||
b = a+b; | ||
d = smin( | ||
d, | ||
ldist(p, a, b, .2), | ||
.5 | ||
); | ||
a = b; | ||
b = vec3(0, -1.5, 0); | ||
r2d(b.yz, sin(time+.5)); | ||
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b = a+b; | ||
d = smin( | ||
d, | ||
ldist(p, a, b, .2), | ||
.3 | ||
); | ||
// back | ||
a = vec3(0, abs(sin(time-.3))*.5, -1), | ||
b = vec3(0,-1.5,0); | ||
r2d(b.yz, sin(time + 1.5)); | ||
a.x += 1.; | ||
b = a+b; | ||
d = smin( | ||
d, | ||
ldist(p, a, b, .2), | ||
.5 | ||
); | ||
a = b; | ||
b = vec3(0, -1.5, 0); | ||
r2d(b.yz, sin(time+.5)); | ||
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b = a+b; | ||
d = smin( | ||
d, | ||
ldist(p, a, b, .2), | ||
.5 | ||
); | ||
a = vec3(0, abs(sin(time-.3))*.5, -2); | ||
b = vec3(0, -1, -.5); | ||
r2d(b.yz, sin(time)*.25); | ||
b += a; | ||
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d = smin( | ||
d, | ||
ldist(p, a, b, 0.1), | ||
0.5); | ||
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a = vec3(0, abs(sin(time))*.5, 2); | ||
b = vec3(0, .4, .5); | ||
r2d(b.yz, sin(time)*.25); | ||
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b += a; | ||
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d = smin( | ||
d, | ||
ldist(p, a, b, 0.4), | ||
0.5); | ||
a=b; | ||
b=vec3(0, 0, .5); | ||
b += a; | ||
d = smin( | ||
d, | ||
ldist(p, a, b, 0.2), | ||
0.3); | ||
a.x += .3; | ||
a.y += .3; | ||
b = a + vec3(.1, .3, 0); | ||
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d = smin( | ||
d, | ||
ldist(p, a, b, 0.1), | ||
0.1); | ||
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return d; | ||
} | ||
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vec3 norm(vec3 p) { | ||
vec2 e = vec2(1e-3, 0); | ||
return normalize(vec3( | ||
df(p+e.xyy)-df(p-e.xyy), | ||
df(p+e.yxy)-df(p-e.yxy), | ||
df(p+e.yyx)-df(p-e.yyx) | ||
)); | ||
} | ||
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vec3 rm(inout vec3 p, inout vec3 dir, float mDist) { | ||
float tdist = 0.; | ||
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for (int i=0; i<70; i++) { | ||
float d = df(p); | ||
if (d<1e-3) { | ||
vec3 n = norm(p); | ||
dir = reflect(dir, n); | ||
p += n * 3e-3; | ||
//return vec3(n); | ||
} | ||
p += dir * d; | ||
tdist += d; | ||
if (tdist > mDist){ | ||
p -= dir * (tdist - mDist); | ||
break; | ||
} | ||
} | ||
return vec3(0.); | ||
} | ||
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void main(void) { | ||
vec2 uv = vec2(gl_FragCoord.xy * 2. - v2Resolution.xy) /v2Resolution.y; | ||
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vec3 p = vec3(0,4,-4), | ||
d = normalize(vec3(uv, 1.)); | ||
r2d(d.yz,.5); | ||
r2d(p.xz, time/8.); | ||
r2d(d.xz, time/8.); | ||
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vec4 catC = vec4(0); | ||
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float pd = iPlane(p, d); | ||
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catC.xyz += rm(p, d, pd <= 0. ? 8. : pd); | ||
if (p.y < 1e-2) { | ||
p.z += time; | ||
p = floor(p * .2); | ||
catC += step(0.5, mod(p.x + p.z, 2.)); | ||
} else { | ||
catC.rgb += mix(vec3(.5,.5,1), vec3(1), d.y); | ||
} | ||
/* | ||
for (float i=0.;i<9.;i++) { | ||
vec2 o = vec2(sin(i / 10.+texture(texFFTIntegrated, 0.01).x * .4284), cos(i/10.+texture(texFFTIntegrated, 0.01).x * .325)); | ||
o = pow(abs(o), vec2(7.)) * sign(o); | ||
vec2 u = uv; | ||
r2d(u, sin(i / 10.+texture(texFFTIntegrated, 0.01).x * .4284) * .3); | ||
catC[int(i)/3] += cat((u + o / 4.) * .5) / 3.; | ||
}*/ | ||
out_color = catC; | ||
} |
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...shader_file_sources/2024_04_29_shader_jam_monday_night_bytes/grabber_fieldfx_pumpuli.glsl
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Original file line number | Diff line number | Diff line change |
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#version 410 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 texTex1; | ||
uniform sampler2D texTex2; | ||
uniform sampler2D texTex3; | ||
uniform sampler2D texTex4; | ||
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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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float gtt=fGlobalTime; | ||
float gt=texture(texFFTIntegrated,0.002).r*.12+gtt*.2; | ||
float gttf=texture(texFFT,0.002).r*4; | ||
float sttf=texture(texFFTSmoothed,0.002).r*4; | ||
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float cir(vec2 uv, float r) { | ||
return length(uv)-r; | ||
} | ||
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void rot(inout vec2 p, float a){ | ||
p = cos(a)*p + sin(a)*vec2(-p.y,p.x); | ||
} | ||
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vec4 plas( vec2 v, float time ) | ||
{ | ||
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 ); | ||
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 ); | ||
} | ||
void main(void) | ||
{ | ||
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); | ||
float po=4000; | ||
float bm=texture(texFFTSmoothed,0.002).r*po; | ||
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vec2 zom=uv; | ||
uv -= 0.5; | ||
uv=floor(uv*bm)/bm; | ||
uv /= vec2(v2Resolution.y / v2Resolution.x, 1); | ||
vec2 zm=uv; | ||
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zom-=.5; | ||
zom*=1.01-(bm/po)*.15; | ||
zom+=.5; | ||
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vec2 m; | ||
m.x = atan(uv.y / uv.x) / 3.14; | ||
m.y = 1 / length(uv) * .2; | ||
float d = abs(m.x); | ||
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float f = texture( texFFTSmoothed, d ).r * 100; | ||
m.x += sin( fGlobalTime ) * 0.1; | ||
m.y += fGlobalTime * 0.25; | ||
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vec4 t = plas( m * 3.14, fGlobalTime ) / d; | ||
t = clamp( t, 0.0, 1.0 ); | ||
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for(int i=0;i<9;i++){ | ||
zm=abs(zm)+vec2(0,.0); | ||
zm-=.5; | ||
rot(zm,.1-gt*.2); | ||
zm+=.5; | ||
zm=abs(zm)-vec2(0.5,0); | ||
zm-=.5; | ||
rot(zm,-.1+gt*.11); | ||
zm+=.5; | ||
} | ||
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float ftx=texture(texFFT,abs(zm.x*10)).r*20; | ||
vec3 prv=texture(texPreviousFrame,mod(zm,.8)).rgb; | ||
vec3 prev=texture(texPreviousFrame,zom).rgb; | ||
//rot(prv.xy,.5); | ||
rot(prv.xz,.3); | ||
rot(prev.xy,-.5); | ||
//rot(prev.xz,-.3); | ||
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vec3 col = vec3(1-prv.g*100); | ||
float cr = cir(uv,.2); | ||
float cr2 = cir(uv*vec2(2.8,.9),.2); | ||
float cr3 = cir(uv*vec2(8,1.1),.2); | ||
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col*=step(cr,f/10); | ||
col+=abs(prv)*.8; | ||
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col+=ftx*gttf*10; | ||
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if(prv.r+prv.g+prv.b<0.01){ | ||
col=vec3(1); | ||
} | ||
col=prv*col+step(cr-0.05,f/10)*vec3(10,12,8); | ||
//col*=clamp(prev,0.5,.8)*step(cr-.2,1-sttf*.5); | ||
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col*=1-step(cr2,0); | ||
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if(col.r+col.g+col.b<0.01){ | ||
col=vec3(prev); | ||
} | ||
float uv2=zom.y*40+abs(zom.x-.5*pow(length(zom-vec2(.5,.8))*5,4))+gt*10; | ||
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if(mod(uv2,4)<2){ | ||
col*=prev; | ||
} | ||
col+=step(cr3,0)*vec3(1,1,0); | ||
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out_color = vec4(col,1); | ||
} |