Files
4kintro/shader.glsl
2024-05-25 01:35:09 +03:00

266 lines
6.9 KiB
GLSL

#version 120
uniform float time;
uniform vec2 resolution;
uniform sampler2D texture_sampler;
uniform sampler2D texts;
float zoom = 1.;
float gTime = 0.;
float getBeat(void) {
return floor(abs(time*4.) / (60./133.) );
}
float getBar(void) {
return floor(abs(time) / (60./133.));
}
vec2 csqr(vec2 a) {
return vec2(a.x * a.x - a.y * a.y, 2. * a.x * a.y);
}
mat2 rot(float a) {
return mat2(cos(a), sin(a), -sin(a), cos(a));
}
vec2 iSphere(in vec3 ro, in vec3 rd, in vec4 sph)//from iq
{
vec3 oc = ro - sph.xyz;
float b = dot(oc, rd);
float c = dot(oc, oc) - sph.w * sph.w;
float h = b * b - c;
if(h < 0.0)
return vec2(-1.0);
h = sqrt(h);
return vec2(-b - h, -b + h);
}
float map(in vec3 p) {
float res = 0.;
vec3 c = p;
for(int i = 0; i < 10; ++i) {
p = .7 * abs(p) / dot(p, p) - .7;
p.yz = csqr(p.yz);
p = p.zxy;
res += exp(-19. * abs(dot(p, c)));
}
return res / 2.;
}
vec3 raymarch(in vec3 ro, vec3 rd, vec2 tminmax) {
float t = tminmax.x;
float dt = .02;
//float dt = .2 - .195*cos(time*.05);//animated
vec3 col = vec3(0.);
float c = 0.;
for(int i = 0; i < 64; i++) {
t += dt * exp(-2. * c);
if(t > tminmax.y)
break;
c = map(ro + t * rd);
col = .99 * col + .08 * vec3(c * c, c, c * c * c);//green
//col = .99*col+ .08*vec3(c*c*c, c*c, c);//blue
}
return col;
}
void CoolSphere(out vec4 fragColor, in vec2 fragCoord) {
float time = time;
vec2 q = fragCoord.xy / resolution.xy;
vec2 p = -1.0 + 2.0 * q;
p.x *= resolution.x / resolution.y;
vec2 m = vec2(0.);
m -= .5;
// camera
vec3 ro = zoom * vec3(4.);
ro.yz *= rot(m.y);
ro.xz *= rot(m.x + 0.1 * time);
vec3 ta = vec3(0.0, 0.0, 0.0);
vec3 ww = normalize(ta - ro);
vec3 uu = normalize(cross(ww, vec3(0.0, 1.0, 0.0)));
vec3 vv = normalize(cross(uu, ww));
vec3 rd = normalize(p.x * uu + p.y * vv + 4.0 * ww);
vec2 tmm = iSphere(ro, rd, vec4(0., 0., 0., 2.));
// raymarch
vec3 col = raymarch(ro, rd, tmm);
if(tmm.x < 0.)
col = texture2D(texture_sampler, rd.xy).rgb;
else {
vec3 nor = (ro + tmm.x * rd) / 2.;
nor = reflect(rd, nor);
float fre = pow(.5 + clamp(dot(nor, rd), 0.0, 1.0), 3.) * 1.3;
col += texture2D(texture_sampler, nor.xy).rgb * fre;
}
// shade
col = .5 * (log(1. + col));
col = clamp(col, 0., 1.);
fragColor = vec4(col, 1.0);
}
float sdBox(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
float box(vec3 pos, float scale) {
pos *= scale;
float base = sdBox(pos, vec3(.4, .4, .1)) / 1.5;
pos.xy *= 5.;
pos.y -= 3.5;
pos.xy *= rot(.75);
float result = -base;
return result;
}
float box_set(vec3 pos, float time) {
vec3 pos_origin = pos;
pos = pos_origin;
pos.y += sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box1 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.y -= sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box2 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.x += sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box3 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.x -= sin(gTime * 0.4) * 2.5;
pos.xy *= rot(.8);
float box4 = box(pos, 2. - abs(sin(gTime * 0.4)) * 1.5);
pos = pos_origin;
pos.xy *= rot(.8);
float box5 = box(pos, .5) * 6.;
pos = pos_origin;
float box6 = box(pos, .5) * 6.;
float result = max(max(max(max(max(box1, box2), box3), box4), box5), box6);
return result;
}
float map(vec3 pos, float time) {
vec3 pos_origin = pos;
float box_set1 = box_set(pos, time);
return box_set1;
}
vec4 mainImage2(vec2 fragCoord) {
vec2 p = (fragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);
vec3 ro = vec3(0., -0.2, time * 4.);
vec3 ray = normalize(vec3(p, 1.5));
ray.xy = ray.xy * rot(sin(time * .03) * 5.);
ray.yz = ray.yz * rot(sin(time * .05) * .2);
float t = 0.1;
vec3 col = vec3(0.);
float ac = 0.0;
for(int i = 0; i < 99; i++) {
vec3 pos = ro + ray * t;
pos = mod(pos - 2., 4.) - 2.;
gTime = time - float(i) * 0.01;
float d = map(pos, time);
d = max(abs(d), 0.01);
ac += exp(-d * 23.);
t += d * 0.55;
}
col = vec3(ac * 0.02);
col += vec3(0., 0.2 * abs(sin(time)), 0.5 + sin(time) * 0.2);
return vec4(col, 1.0 - t * (0.02 + 0.02 * sin(time)));
}
vec3 palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(1.0, 1.0, 1.0);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.0, 0.6666, 0.3333);
return a + b * cos(6.28318 * (c*t+d));
}
float rand(vec2 co) {
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float dt= dot(co.xy ,vec2(a,b));
float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
vec3 random(vec2 uv) {
float rng = rand(vec2(uv.x+time, uv.y));
vec3 col = vec3(0.0+rng*0.1, 0.2+rng*0.1, 0.4+rng*0.1);
col.x += sin(uv.x+time*0.2)*0.1;
col.y += sin(uv.y+time*0.2)*0.1;
col.z += sin(uv.y+time*0.2)*0.1;
return col;
}
vec3 wave(vec2 uv, float phase, float _offset, float height, float waveLenght, float color) {
float val = -(sin(phase+uv.x*waveLenght+time) + (uv.y*6.+height)+_offset)*0.055;
val *= 1. + sin(phase + uv.x*waveLenght+time) + (uv.y*6.-height+_offset);
//return smoothstep(0.0, 1.0, val) * palette(color/360.);
return clamp(val, 0., .9) * palette(color/360.);
}
float gStartTime = 0.;
float gPrevTime = -0.1;
vec4 waveTexture(vec2 uv) {
uv.y = sin(uv.x*16. + time)/32. + uv.y-0.03;
uv.x -= (time-gStartTime)*0.2;
vec4 tex = texture2D(texts, uv);
if (tex.y > 0. && (gPrevTime != gStartTime)) {
gStartTime = time;
gPrevTime = gStartTime;
}
return vec4(tex.rgb, 1.0);
}
void TextScroller(out vec4 fragColor, in vec2 fragCoord)
{
// Normalized pixel coordinates (from -1 to 1, origo at 0,0)
vec2 uv = (fragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);
vec3 col = vec3(0., 0.4, 0.6);
col += wave(uv, 0., 1., 3., 1., sin(time+0.3)*90.);
col += wave(uv, sin(time), 0., 3., -1., sin(time-1.2)*120.);
col += wave(uv, -3., 0., 3., 1., sin(time+0.5)*90.);
vec4 outBuf = waveTexture(uv * 0.1);
fragColor = max(mainImage2(gl_FragCoord.xy)*0.2, vec4(col*outBuf.xyz, 1.0)); // + vec4(random(uv*2.), 1.0);
}
void main(void) {
TextScroller(gl_FragColor, gl_FragCoord.xy);
/*else
{
mainImage2(gl_FragColor, gl_FragCoord.xy);
vec4 l;
vec2 texttop = vec2(0., -.35), pt = (gl_FragCoord.xy / resolution) - texttop;
if(pt.y > 0.) {
l = gl_FragColor + texture2D(texts, pt);
}
gl_FragColor = l;
} */
}