Added La fabrique à cookie 02

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seb776
2022-12-17 17:00:50 +01:00
parent 6f00934e7a
commit 3a00e448ec
7 changed files with 614 additions and 0 deletions

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# Performances
On November 9, 2022 on [La fabrique à cookie 02](https://fb.me/e/5gBR5qyVB).
## Shaders
1. z0rg
2. lsdlive
3. SAM
## Software
- [Atom](https://github.com/atom/atom)
- [Veda](https://github.com/fand/veda)
- [Bonzomatic](https://github.com/TheNuSan/Bonzomatic/)

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#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform float fFrameTime; // duration of the last frame, in seconds
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;
in vec2 out_texcoord;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
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 );
}
float circle(vec2 p, float r)
{
return length(p) - r;
}
vec2 pix = vec2(100, 120);
float merge(float t1, float t2, float r)
{
vec2 v = min(vec2(t1 - r, t2 - r), vec2(0));
return max(min(t1, t2), r) - length(v);
}
float outline(float t, float w)
{
return abs(t) - w;
}
vec3 merge(vec3 base, vec3 col, float t)
{
return mix(base, col, t > 0);
}
float pla(vec2 uv) {
return sin(uv.x * 17 + uv.y * -6 + 18 * fGlobalTime)
+ sin(uv.y * 3 + 10 * fGlobalTime)
+ sin(uv.y * 7 + 5 * fGlobalTime)
+ sin(uv.x * uv.x * 0.1) + sin(uv.y * uv.y * 16)
+ uv.x * 3 + uv.y * 2
+ sin(dot(uv,uv)+fGlobalTime)*30
+ fGlobalTime * (0.15 + 0.012 * uv.x + 0.01 * uv.y);
}
float bayer2(vec2 uv) {
int x = int(uv.x * pix.x + pix.x) % 2;
int y = (int(uv.y * pix.y + pix.y)) % 2;
return float(x) + float(y)/2;
}
float bayer(vec2 uv) {
return bayer2(uv) + 0.25 * bayer2(uv*2);
}
vec3 ramp(float t) {
return 0.5 * vec3(sin(t/2), sin(t/3+1), sin(t/4+3)) + vec3(0.5);
}
vec3 cl(vec3 c, vec2 uv) {
return c - (fract(c * 5) + bayer(uv))/5;
}
vec3 red = vec3(1.0, 0.0, 0.0);
mat2 r2d(float a){float c=cos(a),s=sin(a);return mat2(c, s, -s, c);}
float re(float p,float d){return mod(p-d*.5, d) -d*.5;}
void mo(inout vec2 p, vec2 d){
p=abs(p)-d;
if(p.y>p.x)p=p.yx;}
float sc(vec3 p, float d){
p=abs(p);
p=max(p, p.yzx);
return min(p.x, min(p.y, p.z))-d;
}
void amod(inout vec2 p, float m){
float a = re(atan(p.x,p.y), m);
p=vec2(cos(a),sin(a))*p;
}
float pi = 3.141592;
float de(vec3 p){
//p.y+=.7;
//p.xz*=r2d(fGlobalTime);
p.xy*=r2d(fGlobalTime*.3);
vec3 q =p;
amod(p.xy, pi/3);
//mo(p.xz, vec2(1));
mo(p.xy, vec2(.5));
mo(p.xy, vec2(14));
amod(p.xy, pi/5);
p.x=abs(p.x)-.5;
p.z=re(p.z, 6.);
q.xy*=r2d(q.z*.2);
float d = sc(p, .3);
q.x = abs(q.x) - 1.;
return min(d, length(q.xy)-.3);
return length(p)-1;
}
void main(void)
{
// I have no idea what I'm doing
vec2 uv = out_texcoord;
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
float shade = pla(uv);
vec3 bg = ramp(shade + 1.0 * bayer(uv));
uv -= fract(uv * pix) / pix;
vec3 col = bg;
for (int i = 0; i < 5; ++i) {
float t = 1000.0;
float a = 0;
for (int j = 0; j < 5; ++j) {
vec4 s0 = texture2D(texNoise, vec2(i,j)/10);
vec4 s1 = texture2D(texNoise, vec2(i,j)/5);
vec2 c0 = vec2(sin(fGlobalTime * 0.5 + 2*i+5*j), cos(fGlobalTime * 0.5 + 3*i+j*2)) * vec2(2, 1.0);
vec2 c = c0+ vec2(sin(fGlobalTime * 5 + j-i), cos(fGlobalTime * 5 + i+j)) * vec2(0.3);
float t2 = circle(uv + (0.2+ 0.2*sin(fGlobalTime + 5.0*s0.x+i+j)) * c, (1.0+sin(12*i+s1.y+3*fGlobalTime+15*s1.z))*0.1);
t = merge(t, t2, 0.1);
}
col = merge(col, cl(ramp(fGlobalTime*5+4.3*i+t*20), uv), -t);
t = outline(t,0.005);
col = merge(col, vec3(0.0), -t);
}
float t1 = circle(uv + vec2(sin(fGlobalTime), cos(fGlobalTime)) / 3, 0.2 * (2 + sin(fGlobalTime)));
float t2 = circle(uv + vec2(sin(2 * fGlobalTime + 3), cos(3 * fGlobalTime + 3)) / 3, 0.2);
//float t2 = circle(uv + vec2(0.2), 0.2);
float t = merge(t1, t2, 0.1);
t = outline(t, 0.005);
col = merge(col, vec3(0), -t);
// float t = outline(circle(uv, 0.2), 0.01);
//col = merge(col, red, circle(uv + vec2(0.1), 0.2));
//out_color.rgb = col;
//mix(col, red, t > 0);
out_color.rgb = col;
//out_color.a = 1.0;
}

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#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform float fFrameTime; // duration of the last frame, in seconds
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;
in vec2 out_texcoord;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
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 );
}
float circle(vec2 p, float r)
{
return length(p) - r;
}
vec2 pix = vec2(100, 120);
float merge(float t1, float t2, float r)
{
vec2 v = min(vec2(t1 - r, t2 - r), vec2(0));
return max(min(t1, t2), r) - length(v);
}
float outline(float t, float w)
{
return abs(t) - w;
}
vec3 merge(vec3 base, vec3 col, float t)
{
return mix(base, col, t > 0);
}
float pla(vec2 uv) {
return sin(uv.x * 17 + uv.y * -6 + 18 * fGlobalTime)
+ sin(uv.y * 3 + 10 * fGlobalTime)
+ sin(uv.y * 7 + 5 * fGlobalTime)
+ sin(uv.x * uv.x * 0.1) + sin(uv.y * uv.y * 16)
+ uv.x * 3 + uv.y * 2
+ sin(dot(uv,uv)+fGlobalTime)*30
+ fGlobalTime * (0.15 + 0.012 * uv.x + 0.01 * uv.y);
}
float bayer2(vec2 uv) {
int x = int(uv.x * pix.x + pix.x) % 2;
int y = (int(uv.y * pix.y + pix.y)) % 2;
return float(x) + float(y)/2;
}
float bayer(vec2 uv) {
return bayer2(uv) + 0.25 * bayer2(uv*2);
}
vec3 ramp(float t) {
return 0.5 * vec3(sin(t/2), sin(t/3+1), sin(t/4+3)) + vec3(0.5);
}
vec3 cl(vec3 c, vec2 uv) {
return c - (fract(c * 5) + bayer(uv))/5;
}
vec3 red = vec3(1.0, 0.0, 0.0);
mat2 r2d(float a){float c=cos(a),s=sin(a);return mat2(c, s, -s, c);}
float re(float p,float d){return mod(p-d*.5, d) -d*.5;}
void mo(inout vec2 p, vec2 d){
p=abs(p)-d;
if(p.y>p.x)p=p.yx;}
float sc(vec3 p, float d){
p=abs(p);
p=max(p, p.yzx);
return min(p.x, min(p.y, p.z))-d;
}
void amod(inout vec2 p, float m){
float a = re(atan(p.x,p.y), m);
p=vec2(cos(a),sin(a))*p;
}
float pi = 3.141592;
float de(vec3 p){
//p.y+=.7;
//p.xz*=r2d(fGlobalTime);
p.xy*=r2d(fGlobalTime*.3);
vec3 q =p;
amod(p.xy, pi/3);
//mo(p.xz, vec2(1));
mo(p.xy, vec2(.5));
mo(p.xy, vec2(14));
amod(p.xy, pi/5);
p.x=abs(p.x)-.5;
p.z=re(p.z, 6.);
q.xy*=r2d(q.z*.2);
float d = sc(p, .3);
q.x = abs(q.x) - 1.;
return min(d, length(q.xy)-.3);
return length(p)-1;
}
void main(void){
vec2 uv = out_texcoord;
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec3 ro=vec3(0, 0,-3+fGlobalTime*7), rd=normalize(vec3(uv, 1)), p;
float t=0.,i=0;
for(;i<1.;i+=0.01){
p=ro+rd*t;
float d=de(p);
if(d<.01)break;
t+=d;
}
out_color.rgb = vec3(1-i);
out_color.a = 1.0;
}
/*
void main2(void)
{
// I have no idea what I'm doing
vec2 uv = out_texcoord;
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
float shade = pla(uv);
vec3 bg = ramp(shade + 1.0 * bayer(uv));
uv -= fract(uv * pix) / pix;
vec3 col = bg;
for (int i = 0; i < 5; ++i) {
float t = 1000.0;
float a = 0;
for (int j = 0; j < 5; ++j) {
vec4 s0 = texture2D(texNoise, vec2(i,j)/10);
vec4 s1 = texture2D(texNoise, vec2(i,j)/5);
vec2 c0 = vec2(sin(fGlobalTime * 0.5 + 2*i+5*j), cos(fGlobalTime * 0.5 + 3*i+j*2)) * vec2(2, 1.0);
vec2 c = c0+ vec2(sin(fGlobalTime * 5 + j-i), cos(fGlobalTime * 5 + i+j)) * vec3(0.3);
float t2 = circle(uv + (0.2+ 0.2*sin(fGlobalTime + 5.0*s0.x+i+j)) * c, (1.0+sin(12*i+s1.y+3*fGlobalTime+15*s1.z))*0.1);
t = merge(t, t2, 0.1);
}
col = merge(col, cl(ramp(fGlobalTime*5+4.3*i+t*20), uv), -t);2@
t = outline(t,0.005);
col = merge(col, vec3(0.0), -t);
}
/*
float t1 = circle(uv + vec2(sin(fGlobalTime), cos(fGlobalTime)) / 3, 0.2 * (2 + sin(fGlobalTime)));
float t2 = circle(uv + vec2(sin(2 * fGlobalTime + 3), cos(3 * fGlobalTime + 3)) / 3, 0.2);
//float t2 = circle(uv + vec2(0.2), 0.2);
float t = merge(t1, t2, 0.1);
t = outline(t, 0.005);
col = merge(col, vec3(0), -t);
*/
// float t = outline(circle(uv, 0.2), 0.01);
//col = merge(col, red, circle(uv + vec2(0.1), 0.2));
//out_color.rgb = col;
//mix(col, red, t > 0);
/*out_color.rgb = col;
out_color.a = 1.0;
}*/

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/*{ "camera": true }*/
uniform sampler2D camera;
uniform sampler2D backbuffer;
#ifndef TOOLS_INCLUDE
#define TOOLS_INCLUDE
precision highp float;
uniform float time;
uniform vec2 resolution;
uniform sampler2D spectrum;
uniform sampler2D midi;
uniform sampler2D greyNoise;
float mtime; // modulated time
#define FFTI(a) time
#define sat(a) clamp(a, 0., 1.)
#define FFT(a) texture2D(spectrum, vec2(a, 0.)).x
#define EPS vec2(0.01, 0.)
#define AKAI_KNOB(a) (texture2D(midi, vec2(176. / 256., (0.+min(max(float(a), 0.), 7.)) / 128.)).x)
#define MIDI_KNOB(a) (texture2D(midi, vec2(176. / 256., (16.+min(max(float(a), 0.), 7.)) / 128.)).x)
#define MIDI_FADER(a) (texture2D(midi, vec2(176. / 256., (0.+min(max(float(a), 0.), 7.)) / 128.)).x)
#define MIDI_BTN_S(a) sat(texture2D(midi, vec2(176. / 256., (32.+min(max(float(a), 0.), 7.)) / 128.)).x*10.)
#define MIDI_BTN_M(a) sat(texture2D(midi, vec2(176. / 256., (48.+min(max(float(a), 0.), 7.)) / 128.)).x*10.)
#define MIDI_BTN_R(a) sat(texture2D(midi, vec2(176. / 256., (64.+min(max(float(a), 0.), 7.)) / 128.)).x*10.)
#define FFTlow (FFT(0.1) * MIDI_KNOB(0))
#define FFTmid (FFT(0.5) * MIDI_KNOB(1))
#define FFThigh (FFT(0.7) * MIDI_KNOB(2))
#define PI 3.14159265
#define TAU (PI*2.0)
float hash11(float seed)
{
return fract(sin(seed*123.456)*123.456);
}
float _cube(vec3 p, vec3 s)
{
vec3 l = abs(p)-s;
return max(l.x, max(l.y, l.z));
}
float _cucube(vec3 p, vec3 s, vec3 th)
{
vec3 l = abs(p)-s;
float cube = max(max(l.x, l.y), l.z);
l = abs(l)-th;
float x = max(l.y, l.z);
float y = max(l.x, l.z);
float z = max(l.x, l.y);
return max(min(min(x, y), z), cube);
}
float _seed;
float rand()
{
_seed++;
return hash11(_seed);
}
mat2 r2d(float a) { float c = cos(a), s = sin(a); return mat2(c, -s, s, c); }
vec3 getCam(vec3 rd, vec2 uv)
{
vec3 r = normalize(cross(rd, vec3(0.,1.,0.)));
vec3 u = normalize(cross(rd, r));
return normalize(rd+(r*uv.x+u*uv.y)*3.);
}
float lenny(vec2 v)
{
return abs(v.x)+abs(v.y);
}
float _sqr(vec2 p, vec2 s)
{
vec2 l = abs(p)-s;
return max(l.x, l.y);
}
float _cir(vec2 uv, float sz)
{
return length(uv)-sz;
}
float _loz(vec2 uv,float sz)
{
return lenny(uv)-sz;
}
vec2 _min(vec2 a, vec2 b)
{
if (a.x < b.x)
return a;
return b;
}
vec2 _max(vec2 a, vec2 b)
{
if (a.x > b.x)
return a;
return b;
}
// To replace missing behavior in veda
vec4 textureRepeat(sampler2D sampler, vec2 uv)
{
return texture2D(sampler, mod(uv, vec2(1.)));
}
#endif // !TOOLS_INCLUDE
vec2 map(vec3 p)
{
vec2 acc = vec2(10000., -1.);
float gnd = -p.y+2.;
acc = _min(acc, vec2(gnd, 2.));
// acc = _min(acc, vec2(length(p+vec3(0.,0.,-4.))-1., 0.));
float ceili = p.y+2.;
acc = _min(acc, vec2(ceili, 1.));
vec2 rep = vec2(7.);
p.z+=time;
p.xz = mod(p.xz+rep*.5,rep)-rep*.5;
float cyl = length(p.xz)-.5;
acc = _min(acc, vec2(cyl, 3.));
return acc;
}
vec3 accCol;
vec3 trace(vec3 ro, vec3 rd)
{
accCol = vec3(0.);
vec3 p = ro;
for (int i = 0; i < 128; ++i)
{
vec2 res = map(p);
if (res.x < 0.01)
return vec3(res.x, distance(p, ro), res.y);
p+= rd*res.x;
}
return vec3(-1.);
}
vec3 getNorm(vec3 p, float d)
{
vec2 e = vec2(0.01, 0.);
return normalize(vec3(d) - vec3(map(p-e.xyy).x, map(p-e.yxy).x, map(p-e.yyx).x));
}
vec3 getMat(vec3 p, vec3 n, vec3 rd, vec3 res)
{
vec3 col = n*.5+.5;
if (res.z == 1.)
{
col = vec3(.1);
vec2 uvp = p.xz+vec2(0.,time*2.);
vec2 rep = vec2(1.5);
vec2 id = floor((uvp+rep*.5)/rep);
uvp = mod(uvp+rep*.5,rep)-rep*.5;
float dott = length(uvp)-.3;
vec3 rgb = mix(vec3(1.,0.,0.), vec3(1.), sat(sin(length(id)-time)));
float sampl = textureRepeat(greyNoise, id*.1).x;
rgb *= pow(sampl,5.);
rgb *= mod(sampl+time, 1.)
; col = mix(vec3(0.), rgb*10., 1.-sat(dott*400.));
}
if (res.z == 2.)
{
col = vec3(0.);
vec2 uvp2 = p.xz+vec2(0.,-2.*time);
vec2 grid = sin(uvp2*5.)+.99;
col = vec3(.1,.2,.9)*(1.-sat(min(grid.x,grid.y)*100.));
}
if (res.z == 3.)
col = vec3(0.);
return col;
}
vec3 rdr(vec2 uv)
{
uv *= r2d(sin(time*.5)*.25);
float d = 5.;
float t = time*.13*0.+.5;
vec3 ro = vec3(sin(t)*d, 0., cos(t)*d);
vec3 ta = vec3(0.,0.,0.);
vec3 rd = normalize(ta-ro);
rd = getCam(rd, uv);
vec3 col = vec3(0.);
vec3 res = trace(ro, rd);
float depth = 100.;
if (res.y > 0.)
{
depth = res.y;
vec3 p = ro + rd*res.y;
vec3 n = getNorm(p, res.x);
col = getMat(p, n, rd, res);
vec3 refl = normalize(reflect(rd, n)+(vec3(rand(), rand(), rand())-.5)*.02);
vec3 resrefl = trace(p+n*.005, refl);
if (resrefl.y > 0.)
{
vec3 prefl = p+refl*resrefl.y;
vec3 nrefl = getNorm(prefl, resrefl.x);
col += getMat(prefl, nrefl, refl, resrefl);
}
}
col = mix(col, vec3(.1,.2,.4)*3., 1.-exp(-depth*0.01));
return col;
}
void main() {
vec2 uv = (gl_FragCoord.xy-.5*resolution.xy) / resolution.xx;
vec2 ouv = gl_FragCoord.xy/resolution.xy;
float pix = .02;
vec2 uv2 = floor(uv/pix)*pix;
_seed = time+textureRepeat(greyNoise, uv).x;
vec3 col = rdr(uv);
for (float i = 0.; i < 8.; ++i)
{
vec2 off = +(vec2(rand(), rand())-.5)*.02;
col += rdr(uv+off)/(8.*length(off)/0.01);
}
//col = texture2D(camera, uv*10.).xyz;
//vec3 col = vec3(0.,0.,.5
col = mix(col, rdr(uv2), sat(length(uv)*2.));
col *= 1.-sat(lenny(uv));
float shape = abs(uv.x)-.2;
col = mix(col, col.xxx, sat(shape*400.));
vec2 uva = vec2(atan(uv.y, uv.x)*.5, length(uv)*.2-time);
col += pow(textureRepeat(greyNoise, uva*.5).x, 2.)*vec3(.2,.4,.9)*.5;
col = mix(col, texture2D(backbuffer, ouv).xyz, .8);
gl_FragColor = vec4(col, 1.0);
}

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