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Live-Coding-Sources/2017-12-08/04-coyhot.glsl
Jonathan Giroux dd46b557ba Add 2017-12-08
2017-12-23 21:49:32 +01:00

83 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
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 bass()
{
float b = 0;
for (int i=0; i<8; ++i)
{
b = max(b,texelFetch(texFFTIntegrated,i,0).x);
}
return b;
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec2 origuv = uv;
float time = bass()+(fGlobalTime/10);
uv.y += (sin(uv.x*5+time))/10-(uv.x);
origuv.x += time/10;
vec4 theNoise= texture(texNoise,origuv);
uv.y += (theNoise.r)/5;
uv.x = abs(uv.x);
uv.y = abs(uv.y);
vec2 m;
m.x = atan(uv.x / uv.y) / 3.14;
m.y = 1 / length(uv) * .2;
m.y += time + (fGlobalTime/10);
m.x += ((fGlobalTime/30)*sin(m.y/100));
float d = m.y;
float ratio = (sin((m.x*50)+time*(-10))/sin(m.y*50))*500;
// out_color = theNoise;
out_color = vec4(ratio);
// out_color = f + t;
}
// float f = texture( texFFT, d ).r * 100;
// m.x += sin( fGlobalTime ) * 0.1;
// m.y += fGlobalTime * 0.25;
// vec4 t = plas( m * 3.14, fGlobalTime ) / d;
// t = clamp( t, 0.0, 1.0 );