slang-shaders/procedural/srtuss-sound-digital-ambience.slang
2018-02-24 02:20:43 +01:00

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#version 450
// Sound - Digital Ambience - srtuss - 2014-07-31
// https://www.shadertoy.com/view/MdXXW2
// i tried to rebuild the technique that creates the ambience sounds in my game project. it's based on additive synthesis. go ahead and "listen" to various textures
// srtuss, 2014
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5);
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = gl_Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
float iGlobalTime = float(global.FrameCount)*0.025;
vec2 iResolution = global.OutputSize.xy;
vec2 rotate(vec2 p, float a)
{
return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a));
}
#define ITS 8
vec2 circuit(vec3 p)
{
p = mod(p, 2.0) - 1.0;
float w = 1e38;
vec3 cut = vec3(1.0, 0.0, 0.0);
vec3 e1 = vec3(-1.0);
vec3 e2 = vec3(1.0);
float rnd = 0.23;
float pos, plane, cur;
float fact = 0.9;
float j = 0.0;
for(int i = 0; i < ITS; i ++)
{
pos = mix(dot(e1, cut), dot(e2, cut), (rnd - 0.5) * fact + 0.5);
plane = dot(p, cut) - pos;
if(plane > 0.0)
{
e1 = mix(e1, vec3(pos), cut);
rnd = fract(rnd * 9827.5719);
cut = cut.yzx;
}
else
{
e2 = mix(e2, vec3(pos), cut);
rnd = fract(rnd * 15827.5719);
cut = cut.zxy;
}
j += step(rnd, 0.2);
w = min(w, abs(plane));
}
return vec2(j / float(ITS - 1), w);
}
float scene(vec3 p)
{
vec2 cir = circuit(p);
return exp(-100.0 * cir.y) + pow(cir.x * 1.8 * (sin(p.z * 10.0 + iGlobalTime * -5.0 + cir.x * 10.0) * 0.5 + 0.5), 8.0);
}
float nse(float x)
{
return fract(sin(x * 297.9712) * 90872.2961);
}
float nseI(float x)
{
float fl = floor(x);
return mix(nse(fl), nse(fl + 1.0), smoothstep(0.0, 1.0, fract(x)));
}
float fbm(float x)
{
return nseI(x) * 0.5 + nseI(x * 2.0) * 0.25 + nseI(x * 4.0) * 0.125;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 suv = uv;
uv = 2.0 * uv - 1.0;
uv.x *= iResolution.x / iResolution.y;
vec3 ro = vec3(0.0, iGlobalTime * 0.2, 0.1);
vec3 rd = normalize(vec3(uv, 0.9));
ro.xz = rotate(ro.xz, iGlobalTime * 0.1);
ro.xy = rotate(ro.xy, 0.2);
rd.xz = rotate(rd.xz, iGlobalTime * 0.2);
rd.xy = rotate(rd.xy, 0.2);
float acc = 0.0;
vec3 r = ro + rd * 0.5;
for(int i = 0; i < 50; i ++)
{
acc += scene(r + nse(r.x) * 0.03);
r += rd * 0.015;
}
vec3 col = pow(vec3(acc * 0.04), vec3(0.2, 0.6, 2.0) * 8.0) * 2.0;
//col -= exp(length(suv - 0.5) * -2.5 - 0.2);
col = clamp(col, vec3(0.0), vec3(1.0));
col *= fbm(iGlobalTime * 6.0) * 2.0;
col = pow(col, vec3(1.0 / 2.2));
//col = clamp(col, vec3(0.0), vec3(1.0));
fragColor = vec4(col, 1.0);
}
void main(void)
{
//just some shit to wrap shadertoy's stuff
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
FragmentCoord.y = -FragmentCoord.y;
mainImage(FragColor,FragmentCoord);
}