mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
synced 2025-07-24 01:16:23 +02:00
98 lines
2.1 KiB
GLSL
98 lines
2.1 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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vec4 plas( vec2 v, float time )
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{
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float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
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}
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void main(void)
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{
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vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
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uv -= 0.5;
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uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
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vec2 uv2 = uv;
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vec2 uv3 = uv;
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vec2 uv4 = uv;
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uv2.x += 0.25;
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uv3.x += 0.5;
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uv4.x += 0.5+fGlobalTime;
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uv2*=0.5;
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uv.y += (sin(uv.x+fGlobalTime/2)/3);
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uv2.y += (cos(uv.x+fGlobalTime/10)/3);
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uv3.y += (sin(uv.x+fGlobalTime/5)/3);
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uv.x -= fGlobalTime*2;
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uv2.x -= fGlobalTime/5;
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uv3.x -= fGlobalTime/10;
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uv4.y -= sin(uv4.x/5)*3;
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vec4 fractal1 = texture( texNoise, uv );
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vec4 wood = texture( texTex3, uv4 );
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uv2.x += fractal1.x;
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uv3.y += fractal1.x;
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vec2 m;
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m.x = atan(uv.x / uv.y) / 3.14;
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m.y = 1 / length(uv) * .2;
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vec2 m2;
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m2.x = atan(uv2.x / uv2.y) / 3.14;
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m2.y = 1 / length(uv2) * .2;
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vec4 fractal2 = texture( texNoise, uv );
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vec4 fractal3 = texture( texNoise, uv2 );
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fractal2.r += sin(fGlobalTime);
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fractal2.g += sin(fGlobalTime+0.5);
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out_color = sin((fractal1*fractal2*fractal3*100)-2)*(wood*3)+0.3;
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}
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// vec2 m;
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// m.x = atan(uv.x / uv.y) / 3.14;
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// m.y = 1 / length(uv) * .2;
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// float d = m.y;
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// float f = texture( texFFT, d ).r * 100;
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// m.x += sin( fGlobalTime ) * 0.1;
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// m.y += fGlobalTime * 0.25;
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// vec4 t = plas( m * 3.14, fGlobalTime ) / d;
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// t = clamp( t, 0.0, 1.0 );
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