159 lines
3.9 KiB
GLSL
159 lines
3.9 KiB
GLSL
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//https://www.shadertoy.com/view/XlBXRh with mic not soundcloud
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#define preset4
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#ifdef preset1
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#define cells vec2(14.,14.)
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#define persp 1.5
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#define height 1.
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#define linewidth .5
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#define lineexp 4.
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#define brightness .7
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#endif
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#ifdef preset2
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#define cells vec2(10.,5.)
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#define persp 2.5
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#define height 1.
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#define linewidth 3.
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#define lineexp 6.
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#define brightness .4
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#endif
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#ifdef preset3
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#define OPAQUE_MODE
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#define INVERSE
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#define cells vec2(16.,16.)
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#define persp 1.
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#define height 1.5
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#define linewidth .1
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#define lineexp .5
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#define brightness .8
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#endif
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#ifdef preset4
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#define OPAQUE_MODE
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#define cells vec2(10.,10.)
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#define persp 2.
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#define height .75
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#define linewidth .2
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#define lineexp 1.
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#define brightness 1.5
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#endif
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#ifdef preset5
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#define INVERSE
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#define cells vec2(6.,25.)
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#define persp 1.
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#define height 2.
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#define linewidth .07
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#define lineexp .3
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#define brightness .35
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#endif
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#ifdef preset6
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#define INVERSE
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#define OPAQUE_MODE
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#define cells vec2(15.,15.)
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#define persp 2.5
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#define height 1.
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#define linewidth .05
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#define lineexp .5
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#define brightness 1.
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#endif
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#define hcells (cells*.5)
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vec3 segment(vec2 p, vec3 from, vec3 to, float width, float dist) {
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width=1./width;
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vec2 seg=from.xy-to.xy;
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float halfdist=distance(from.xy,to.xy)*.5;
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float ang=atan(seg.y,seg.x);
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float sine=sin(ang);
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float cose=cos(ang);
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p-=from.xy;
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p*=mat2(cose,sine,-sine,cose);
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float dx=abs(p.x+halfdist)-halfdist;
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float dy=abs(p.y);
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float h=1.-abs(p.x+halfdist*2.)/halfdist/2.;
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float pz=-from.z-(to.z-from.z)*h;
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float l=1.-clamp(max(dx,dy)*width/(pz+dist)*dist*dist,0.,.1)/.1;
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l=pow(abs(l),lineexp)*(1.-pow(clamp(abs(dist-pz)*.45,0.,1.),.5))*4.;
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return normalize(.25+abs(mix(from,to,h)))*l;
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}
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mat3 rotmat(vec3 v, float angle)
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{
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angle=radians(angle);
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float c = cos(angle);
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float s = sin(angle);
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return mat3(c + (1.0 - c) * v.x * v.x, (1.0 - c) * v.x * v.y - s * v.z, (1.0 - c) * v.x * v.z + s * v.y,
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(1.0 - c) * v.x * v.y + s * v.z, c + (1.0 - c) * v.y * v.y, (1.0 - c) * v.y * v.z - s * v.x,
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(1.0 - c) * v.x * v.z - s * v.y, (1.0 - c) * v.y * v.z + s * v.x, c + (1.0 - c) * v.z * v.z
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);
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}
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float getz(vec2 xy) {
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xy=xy*10.+hcells;
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//float pos=length(pow(abs(xy/cells),vec2(3.)))*8.;
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float pos=(xy.y*cells.x+xy.x)/(cells.x*cells.y);
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float s=texture(iChannel0,vec2(.5+pos*.5,.1)).x;
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return .25-pow(s,1.5)*height;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = (gl_FragCoord.xy / iResolution.xy-.5)*2.;
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uv.y*=iResolution.y/iResolution.x;
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mat3 camrot=rotmat(normalize(vec3(0.,0.,1.)),iTime*25.)*rotmat(normalize(vec3(1.,0.*sin(iTime*.5),0.)),60.+30.*sin(iTime*.5));
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float s=.1,maxc=0.;
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vec3 p1,p2,p3;
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vec3 rotv=vec3(0.,0.,1.);
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float h;
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vec3 col=vec3(0.);
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float dist=1.2+pow(abs(sin(iTime*.3)),5.)*.5;
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vec3 c=vec3(0.);
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for (float y=0.; y<cells.y; y++) {
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for (float x=0.; x<cells.x; x++) {
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p1=vec3(x-hcells.x,y-hcells.y,0.)*.1; p1.z=getz(p1.xy);
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p2=vec3(p1.x+.1,p1.y ,0.); p2.z=getz(p2.xy);
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p3=vec3(p1.x ,p1.y+.1,0.); p3.z=getz(p3.xy);
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p1*=camrot; p2*=camrot; p3*=camrot;
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p1.xy*=persp/max(0.1,p1.z+dist);
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p2.xy*=persp/max(0.1,p2.z+dist);
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p3.xy*=persp/max(0.1,p3.z+dist);
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if (max(p1.x,p2.x)>uv.x-linewidth/4. && min(p1.x,p2.x)<uv.x+linewidth/4. && x<cells.x-1.) {
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if (max(p1.y,p2.y)>uv.y-linewidth/4. && min(p1.y,p2.y)<uv.y+linewidth/4.) {
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#ifdef OPAQUE_MODE
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c=max(c,segment(uv,p1,p2,linewidth,dist)*1.5);
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#else
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c+=segment(uv,p1,p2,linewidth,dist);
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#endif
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}
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}
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if (max(p1.x,p3.x)>uv.x-linewidth/4. && min(p1.x,p3.x)<uv.x+linewidth/4. && y<cells.y-1.) {
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if (max(p1.y,p3.y)>uv.y-linewidth/4. && min(p1.y,p3.y)<uv.y+linewidth/4.) {
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#ifdef OPAQUE_MODE
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c=max(c,segment(uv,p1,p3,linewidth,dist)*1.5);
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#else
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c+=segment(uv,p1,p3,linewidth,dist);
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#endif
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}
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}
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}
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}
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c*=brightness;
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#ifdef INVERSE
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fragColor = vec4(1.-c,1.);
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#else
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fragColor = vec4(c,1.);
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#endif
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}
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