Add 2019-05-04

This commit is contained in:
Jonathan Giroux
2019-05-05 13:51:14 +02:00
parent 1f9dffe4e5
commit 94abc80e68
6 changed files with 481 additions and 0 deletions

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2019-05-04/Readme.md Normal file
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# Live Coding @ Woot Devices 4

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2019-05-04/elie1.frag Normal file
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precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform sampler2D backbuffer;
float sat(float x) { return clamp(x,0.,1.); }
const float bpm = 80.;
mat2 rot(float r) {
float c = cos(r);
float s = sin(r);
return mat2(c, s, -s, c);
}
float sc(vec3 p, vec2 uuv) {
p.xy *= rot(time);
float bt = pow(1.-fract(.0+time*bpm/60.), 4.);
float bt2 = pow(1.-fract(.0+time*bpm/60.), .5);
float r = mix(.1, .3, bt);
float a = atan(uuv.y, uuv.x);
r += (sin(a * 10.) * bt2 * .5+.5) * .1;
r *= 0.5;
vec3 id = floor(p*2.);
p = (fract(p*2.)-.5)/2.;
r *= 1./length(dot(id,vec3(.9)));
return length(p) - r;
}
void main() {
vec2 uv = (gl_FragCoord.xy/resolution);
vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y);
vec3 p = vec3(0.,0.,-1.);
vec3 d = vec3(uuv, 1.0);
float off = 0.;
float s;
for (float i = 0.; i < 1. ; i += .01) {
s = sc(p, uuv);
if (s < 0.01) break;
p += s * d;
off = i;
}
off *= 1.9;
float t0 = 1447.259;
float t1 = t0 + 5.;
float fac = mix(.2,.8,sat(smoothstep(t0,t1,time)));
vec3 col = .5+vec3(.5,.5,.5)*cos(6.28*(vec3(.1,time*.1,.6) + uv.x + off + time*.1));
//col *= smoothstep(0.,.01,);
gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .2);
}

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2019-05-04/elie2.frag Normal file
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/*{"audio":true, "midi": true}*/
precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform sampler2D backbuffer;
uniform float volume;
uniform sampler2D midi;
float sat(float x) { return clamp(x,0.,1.); }
const float bpm = 130.*1.;
mat2 rot(float r) {
float c = cos(r);
float s = sin(r);
return mat2(c, s, -s, c);
}
float sc(vec3 p, vec2 uuv) {
p.yx *= rot(time*.5);
p.yz *= rot(time*.1);
float bt = pow(1.-fract(.4+time*bpm/60.), 4.);
float bt2 = pow(1.-fract(.4+time*bpm/60.), .5);
float r = mix(.1, .3, bt);
p.xy *= rot((abs(bt2-.5)+.5) * .1);
float a = atan(uuv.y, uuv.x);
r += (sin(a * 10.) * bt2 * .5+.5) * .1;
//r += (sin(a * 50.) * bt2 * .5+.5) * 1.2 * volume;
r *= 0.5;
vec3 id = floor(p*2.);
p = (fract(p*2.)-.5)/2.;
float r2 = r;
//r *= 1./(.1+length(dot(id,vec3(1.5))));
vec3 p2 = p;
//p2.xy = rot(time + p2.z*10.)*p2.xy;
//p2.x += uuv.x*.1;
p.xz = rot(bt) * p.xz;
p.y += atan(p.z)*.1;
p *=10.1;
//p -= .5;
float box = max(p.x, max(p.y, p.z));
return box;
return min(length(p) - r, max(length(p2.xz) - r2*5.5, abs(p.z-4.)-3.));
}
void main() {
vec2 uv = (gl_FragCoord.xy/resolution);
vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y);
vec3 p = vec3(0.,0.,-1.);
vec3 d = vec3(uuv, 1.0);
float off = 0.;
float s;
for (float i = 0.; i < 1. ; i += .01) {
s = sc(p, uuv);
if (s < 0.001) break;
p += s * d;
off = i;
}
off *= 2.5;
float t0 = 2755.312;
float t1 = t0 + 10.;
float fac = mix(.2,.5,sat(smoothstep(t0,t1,time)));
vec3 col = vec3(.7,.5,.3)+vec3(.5,fac,.5)*cos(6.28*(vec3(.1,.3,.4) + uv.x + off + time*.1));
//col *= smoothstep(0.,.01,);
float bt = pow(1.-fract(.4+time*bpm/60.), 4.);
float f = texture2D(midi, vec2(1./90.,1.), 0.).r;
float md1 = texture2D(midi, vec2(.69, .49), 0.).x;
float rad = mix(.4,mix(.1,.8,md1),bt);
float st = 6.;
rad += pow(sin((atan(uuv.y, uuv.x)+.5*time)*5.)*st+.5, 10.)*bt*.3;
rad -= pow(sin((atan(uuv.y, uuv.x)+3.1415+.5*time)*st)*.5+.5, 1.)*bt*.1;
col *= smoothstep(.0,.005, length(uuv)-rad);
gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .3);
}

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2019-05-04/elie3.frag Normal file
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/*{"audio":true, "midi": true}*/
precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform sampler2D backbuffer;
uniform float volume;
uniform sampler2D midi;
float sat(float x) { return clamp(x,0.,1.); }
const float bpm = 60.*1.;
mat2 rot(float r) {
float c = cos(r);
float s = sin(r);
return mat2(c, s, -s, c);
}
float sc(vec3 p, vec2 uuv) {
p.yx *= rot(time*.5);
p.yz *= rot(time*.1);
float bt = pow(1.-fract(.4+time*bpm/60.), 4.);
float bt2 = pow(1.-fract(.4+time*bpm/60.), .5);
float r = mix(.1, .3, bt);
p.xy *= rot((abs(bt2-.5)+.5) * .1);
float a = atan(uuv.y, uuv.x);
r += (sin(a * 10.) * bt2 * .5+.5) * .1;
//r += (sin(a * 50.) * bt2 * .5+.5) * 1.2 * volume;
r *= 0.5;
vec3 id = floor(p*2.);
p = (fract(p*2.)-.5)/2.;
float r2 = r;
//r *= 1./(.1+length(dot(id,vec3(1.5))));
vec3 p2 = p;
//p2.xy = rot(time + p2.z*10.)*p2.xy;
//p2.x += uuv.x*.1;
p.xz = rot(bt) * p.xz;
p.y += atan(p.z)*.1;
p *=10.1;
p.xz = rot(bt) * p.xz;
//p -= .5;
float box = max(p.x, max(p.y, p.z));
return box;
return min(length(p) - r, max(length(p2.xz) - r2*5.5, abs(p.z-4.)-3.));
}
void main() {
vec2 uv = (gl_FragCoord.xy/resolution);
vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y);
vec3 p = vec3(0.,0.,-1.);
vec3 d = vec3(uuv, 1.0);
float off = 0.;
float s;
for (float i = 0.; i < 1. ; i += .01) {
s = sc(p, uuv);
if (s < 0.001) break;
p += s * d;
off = i;
}
off *= 2.5;
float t0 = 2755.312;
float t1 = t0 + 10.;
float fac = mix(.2,.5,sat(smoothstep(t0,t1,time)));
vec3 col = vec3(.7,.5,.3)+vec3(.5,fac,.5)*cos(6.28*(vec3(.1,.3,.4) + uv.x + off + time*.1));
//col *= smoothstep(0.,.01,);
float bt = pow(1.-fract(.3+time*bpm/60.), 4.);
float f = texture2D(midi, vec2(1./90.,1.), 0.).r;
float md1 = texture2D(midi, vec2(.69, .48), 0.).x;
float md2 = texture2D(midi, vec2(.69, .49), 0.).x;
uuv = rot(time*.1) * uuv;
uuv = fract(uuv*2.)-.5;
vec2 idx = floor(uuv*2.);
float rad = mix(.4,mix(.1,.8,md1),bt);
rad += abs(idx.x)*.0;
float st = 24.*md2;
rad += pow(sin((atan(uuv.y, uuv.x)+.5*time)*st)*.5+.5, 10.)*bt*.3;
rad -= pow(sin((atan(uuv.y, uuv.x)+3.1415+.5*time)*st)*.5+.5, 1.)*bt*.1;
rad += pow(sin((atan(uuv.y, uuv.x)+1.*time)*st*10.)*.5+.5, 10.)*bt*.1;
col *= mix(1., smoothstep(.0,.005, length(uuv)-rad), md1*2.);
gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .3);
}

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2019-05-04/elie4.frag Normal file
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/*{"audio":true, "midi": true}*/
precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform sampler2D backbuffer;
uniform float volume;
uniform sampler2D midi;
float sat(float x) { return clamp(x,0.,1.); }
const float bpm = 75.*1.;
mat2 rot(float r) {
float c = cos(r);
float s = sin(r);
return mat2(c, s, -s, c);
}
float sc(vec3 p, vec2 uuv) {
p.yx *= rot(time*.5);
p.yz *= rot(time*.1);
float bt = pow(1.-fract(.4+time*bpm/60.), 4.);
float bt2 = pow(1.-fract(.4+time*bpm/60.), .5);
float r = mix(.1, .3, bt);
p.xy *= rot((abs(bt2-.5)+.5) * .1);
float a = atan(uuv.y, uuv.x);
r += (sin(a * 10.) * bt2 * .5+.5) * .1;
//r += (sin(a * 50.) * bt2 * .5+.5) * 1.2 * volume;
r *= 0.5;
vec3 id = floor(p*2.);
p = (fract(p*2.)-.5)/2.;
float r2 = r;
//r *= 1./(.1+length(dot(id,vec3(1.5))));
vec3 p2 = p;
//p2.xy = rot(time + p2.z*10.)*p2.xy;
//p2.x += uuv.x*.1;
p.xz = rot(bt) * p.xz;
p.y += atan(p.z)*.1;
p *=10.1;
float md3 = texture2D(midi, vec2(.69, .47), 0.).x;
p.xy = rot(md3) * p.xy*3.;
//p -= .5;
float box = max(p.x, max(p.y, p.z));
return box;
return min(length(p) - r, max(length(p2.xz) - r2*5.5, abs(p.z-4.)-3.));
}
void main() {
vec2 uv = (gl_FragCoord.xy/resolution);
vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y);
vec3 p = vec3(0.,0.,-1.);
vec3 d = vec3(uuv, 1.0);
float off = 0.;
float s;
for (float i = 0.; i < 1. ; i += .01) {
s = sc(p, uuv);
if (s < 0.001) break;
p += s * d;
off = i;
}
off *= 2.5;
float t0 = 2755.312;
float t1 = t0 + 10.;
float fac = mix(.2,.5,sat(smoothstep(t0,t1,time)));
vec3 col = vec3(.7,.5,.3)+vec3(.5,fac,.5)*cos(6.28*(vec3(.1,.3,.4) + uv.x + off + time*.1));
//col *= smoothstep(0.,.01,);
float bt = pow(1.-fract(.2+time*bpm/60.), 4.);
float f = texture2D(midi, vec2(1./90.,1.), 0.).r;
float md1 = texture2D(midi, vec2(.69, .48), 0.).x;
float md2 = texture2D(midi, vec2(.69, .49), 0.).x;
vec2 uuv2 = uuv;
uuv = rot(time*.2+pow(length(uuv)*.5,5.)*53.) * uuv;
uuv = fract(uuv*2.)-.5;
vec2 idx = floor(uuv*2.);
float rad = mix(.4,mix(.1,.8,md1),bt);
rad += abs(idx.x)*.0;
float st = 24.*md2;
rad += pow(sin((atan(uuv.y, uuv.x)+.5*time)*st)*.5+.5, 10.)*bt*.3;
rad -= pow(sin((atan(uuv.y, uuv.x)+3.1415+.5*time)*st)*.5+.5, 1.)*bt*.1;
rad += pow(sin((atan(uuv.y, uuv.x)+1.*time)*st*10.)*.5+.5, 10.)*bt*.1;
float dd = length(uuv)-rad;
dd = max(dd, -(length(uuv)-rad*.5));
col *= mix(1., smoothstep(.0,.005, dd), md1*2.);
t0 = 5781.261;
t1 = t0 + 10.;
fac = mix(1.,-1.,sat(smoothstep(t0,t1,time)));
col = mix(col, vec3(col.r), smoothstep(.0,.005,uuv2.x+fac));
gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .3);
}

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/*{"audio":true, "midi": true}*/
precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform sampler2D backbuffer;
uniform float volume;
uniform sampler2D midi;
float sat(float x) { return clamp(x,0.,1.); }
const float bpm = 75.*1.;
mat2 rot(float r) {
float c = cos(r);
float s = sin(r);
return mat2(c, s, -s, c);
}
float sc(vec3 p, vec2 uuv) {
p.yx *= rot(time*.5);
p.yz *= rot(time*.1);
float bt = pow(1.-fract(.4+time*bpm/60.), 4.);
float bt2 = pow(1.-fract(.4+time*bpm/60.), .5);
float r = mix(.1, .3, bt);
p.xy *= rot((abs(bt2-.5)+.5) * .1);
float a = atan(uuv.y, uuv.x);
r += (sin(a * 10.) * bt2 * .5+.5) * .1;
//r += (sin(a * 50.) * bt2 * .5+.5) * 1.2 * volume;
r *= 0.5;
vec3 id = floor(p*2.);
p = (fract(p*2.)-.5)/2.;
float r2 = r;
//r *= 1./(.1+length(dot(id,vec3(1.5))));
vec3 p2 = p;
//p2.xy = rot(time + p2.z*10.)*p2.xy;
//p2.x += uuv.x*.1;
p.xz = rot(bt) * p.xz;
p.y += atan(p.z)*.1;
p *=10.1;
float md3 = texture2D(midi, vec2(.69, .47), 0.).x;
p.xy = rot(md3) * p.xy*3.;
//p -= .5;
float box = max(p.x, max(p.y, p.z));
return box;
return min(length(p) - r, max(length(p2.xz) - r2*5.5, abs(p.z-4.)-3.));
}
void main() {
vec2 uv = (gl_FragCoord.xy/resolution);
vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y);
vec3 p = vec3(0.,0.,-1.);
vec3 d = vec3(uuv, 1.0);
float off = 0.;
float s;
for (float i = 0.; i < 1. ; i += .01) {
s = sc(p, uuv);
if (s < 0.001) break;
p += s * d;
off = i;
}
off *= 2.5;
float t0 = 2755.312;
float t1 = t0 + 10.;
float fac = mix(.2,.5,sat(smoothstep(t0,t1,time)));
vec3 col = vec3(.7,.5,.3)+vec3(.5,fac,.5)*cos(6.28*(vec3(.1,.3,.4) + uv.x + off + time*.1));
//col *= smoothstep(0.,.01,);
float bt = pow(1.-fract(.2+time*bpm/60.), 4.);
float f = texture2D(midi, vec2(1./90.,1.), 0.).r;
float md1 = texture2D(midi, vec2(.69, .48), 0.).x;
float md2 = texture2D(midi, vec2(.69, .49), 0.).x;
vec2 uuv2 = uuv;
uuv = rot(time*.2+pow(length(uuv)*.5,5.)*53.) * uuv;
uuv = fract(uuv*2.)-.5;
vec2 idx = floor(uuv*2.);
float rad = mix(.4,mix(.1,.8,md1),bt);
rad += abs(idx.x)*.0;
float st = 24.*md2;
rad += pow(sin((atan(uuv.y, uuv.x)+.5*time)*st)*.5+.5, 10.)*bt*.3;
rad -= pow(sin((atan(uuv.y, uuv.x)+3.1415+.5*time)*st)*.5+.5, 1.)*bt*.1;
rad += pow(sin((atan(uuv.y, uuv.x)+1.*time)*st*10.)*.5+.5, 10.)*bt*.1;
float dd = length(uuv)-rad;
dd = max(dd, -(length(uuv)-rad*.5));
col *= mix(1., smoothstep(.0,.005, dd), md1*2.);
t0 = 5781.261;
t1 = t0 + 10.;
fac = mix(1.,-1.,sat(smoothstep(t0,t1,time)));
col = mix(col, vec3(col.r), smoothstep(.0,.005,uuv2.x+fac));
gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .3);
}