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https://github.com/CookieCollective/Live-Coding-Sources.git
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74 lines
1.8 KiB
GLSL
74 lines
1.8 KiB
GLSL
#version 410 core
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uniform float fGlobalTime; // in seconds
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uniform vec2 v2Resolution; // viewport resolution (in pixels)
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uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
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uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
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uniform sampler1D texFFTIntegrated; // this is continually increasing
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uniform sampler2D texChecker;
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uniform sampler2D texNoise;
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uniform sampler2D texTex1;
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uniform sampler2D texTex2;
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uniform sampler2D texTex3;
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uniform sampler2D texTex4;
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layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
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float sampleTexture(sampler1D sampler)
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{
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float m = 0.0;
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for (int i = 0; i< 8; ++i)
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{
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m = max(m, texelFetch(sampler, i, 0).x);
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}
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return m;
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}
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#define PI 3.141592
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void main(void)
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{
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vec2 uv = 2.*vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
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uv -= 1.;
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uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
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float accBass = sampleTexture(texFFTIntegrated);
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float currentBass = sampleTexture(texFFTSmoothed)*.1;
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uv.x += sin(accBass)*.5 + currentBass*.2;
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uv.y += cos(accBass)*.5 - currentBass*.2;
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float angle= (atan(uv.x, uv.y)+PI)/(2.*PI)*16.;
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float rot = accBass*.5;
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uv = mat2(cos(rot), -sin(rot), sin(rot), cos(rot))*uv;
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vec3 d = vec3(mix(sqrt(dot(uv, uv)), max(abs(uv.x), abs(uv.y)), (1.-sin(accBass*2.))*.5));
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d.r -= currentBass*.9;
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d.b += currentBass*.9;
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vec3 v = d;
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v = v*32-fGlobalTime*4.;
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v = sin(v);
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float anim = (1.-sin(fGlobalTime))*.5;
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v *= smoothstep(.1-anim*.1, .25-anim*.25, angle-floor(angle));
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v *= smoothstep(.9+anim*.1,.75+anim*.25, angle-floor(angle));
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v = smoothstep(.0, .1, max(1.-v*v,0.));
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v *= smoothstep(.0, .02, angle-floor(angle));
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v *= smoothstep(1.,.98, angle-floor(angle));
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v *=(1.-exp(-d*.4));
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out_color = vec4(v, 1.);
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} |