Files
4kintro/shader.glsl

206 lines
4.9 KiB
GLSL

uniform float time;
uniform vec2 resolution;
uniform sampler2D texture_sampler;
uniform sampler2D texts;
float zoom = 1.;
float gTime = 0.;
int getBeat(void) {
return floor(abs(time*4) / (60./133) );
}
int 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(iTime*.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).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).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;
}
void mainImage2(out vec4 fragColor, in 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);
fragColor = vec4(col, 1.0 - t * (0.02 + 0.02 * sin(time)));
}
void main(void) {
if (getBar() <= 8)
CoolSphere(gl_FragColor, gl_FragCoord.xy);
else
mainImage2(gl_FragColor, gl_FragCoord.xy);
vec3 l;
vec2 texttop = vec2(0., -.35), pt = (gl_FragCoord.xy / resolution) - texttop;
if(pt.y > 0.) {
l = gl_FragColor + texture2D(texts, pt);
}
gl_FragColor = vec4(l * (1.0), 1.0);
}