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Live-Coding-Sources/2017-12-08/01-eybor.glsl
Jonathan Giroux dd46b557ba Add 2017-12-08
2017-12-23 21:49:32 +01:00

74 lines
1.8 KiB
GLSL

#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
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 texChecker;
uniform sampler2D texNoise;
uniform sampler2D texTex1;
uniform sampler2D texTex2;
uniform sampler2D texTex3;
uniform sampler2D texTex4;
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
float sampleTexture(sampler1D sampler)
{
float m = 0.0;
for (int i = 0; i< 8; ++i)
{
m = max(m, texelFetch(sampler, i, 0).x);
}
return m;
}
#define PI 3.141592
void main(void)
{
vec2 uv = 2.*vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 1.;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
float accBass = sampleTexture(texFFTIntegrated);
float currentBass = sampleTexture(texFFTSmoothed)*.1;
uv.x += sin(accBass)*.5 + currentBass*.2;
uv.y += cos(accBass)*.5 - currentBass*.2;
float angle= (atan(uv.x, uv.y)+PI)/(2.*PI)*16.;
float rot = accBass*.5;
uv = mat2(cos(rot), -sin(rot), sin(rot), cos(rot))*uv;
vec3 d = vec3(mix(sqrt(dot(uv, uv)), max(abs(uv.x), abs(uv.y)), (1.-sin(accBass*2.))*.5));
d.r -= currentBass*.9;
d.b += currentBass*.9;
vec3 v = d;
v = v*32-fGlobalTime*4.;
v = sin(v);
float anim = (1.-sin(fGlobalTime))*.5;
v *= smoothstep(.1-anim*.1, .25-anim*.25, angle-floor(angle));
v *= smoothstep(.9+anim*.1,.75+anim*.25, angle-floor(angle));
v = smoothstep(.0, .1, max(1.-v*v,0.));
v *= smoothstep(.0, .02, angle-floor(angle));
v *= smoothstep(1.,.98, angle-floor(angle));
v *=(1.-exp(-d*.4));
out_color = vec4(v, 1.);
}