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Live-Coding-Sources/2018-12-01/01-elie.glsl
Jonathan Giroux 6435b432c1 Add 2012-12-01
2018-12-03 20:55:48 +01:00

82 lines
2.6 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 map(vec3 p) {
p.x *= p.z;
return length(p) - 0.1;
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
vec2 uv0 = uv;
uv.x += smoothstep(0.95, 1.0, sin(fGlobalTime * 10.0)) * 0.1;
uv.x -= smoothstep(0.95, 1.0, sin(fGlobalTime * 25.33)) * 0.1;
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec2 s = vec2(1.0, v2Resolution.y / v2Resolution.y) * 40.;
uv = round(uv * s) / s;
vec2 xy = fract(uv0 * s);
vec3 p = vec3(0.0, 0.0, 5.0);
vec3 v = normalize(vec3(uv, -1.0));
float i = 0.0;
for (; i < 1.0 ; i+=0.01) {
float d = map(p);
p += v * d;
}
vec2 m;
m.x = atan(uv.x / uv.y) / 3.14;
m.y = 1 / length(uv) * .2;
float d = m.y;
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 );
//out_color = vec4(i);
float alpha = atan(uv.y, uv.x);
float aa = alpha * 0.01 ;
vec4 c0 = sin(aa) * vec4(1.0, 1.0, 0.0, 1.0) + cos(aa) * vec4(0.0, 1.0, 0.0, 1.0);
c0 = sin(aa * 0.05) * vec4(1.0, 0.0, 0.0, 0.0);
c0 += sin(aa * 0.1 + fGlobalTime * 0.001) * vec4(1.0, 0.5, 0.0, 0.0);
out_color = sin(c0 * (alpha + fGlobalTime) * 10.0);
float tt = mod(fGlobalTime, 2.0) - 1.4;
tt += smoothstep(0.0, 1.0, sin(uv0.y * 10.0) * 0.2);
out_color += (smoothstep(0.1 + tt, 0.2 + tt, uv0.x) - smoothstep(0.3 + tt, 0.4 + tt, uv0.x)) * vec4(0.0, 0.5, 1.0, 1.0);
out_color -= (smoothstep(0.1 + tt * 2.0, 0.2 + tt * 2.0, uv0.x) - smoothstep(0.3 + tt * 2.0, 0.4 + tt * 2.0, uv0.x)) * vec4(0.0, 0.5, 0.5, 1.0);
//out_color = f * 0.5 + pow(t, vec4(5.1));
float rad = dot(xy - 0.5, xy - 0.5);
out_color *= pow(rad, 0.5);
float rad2 = rad + sin(fGlobalTime * uv0.x) * 0.2;
out_color += smoothstep(0.04, 0.02, rad2) * 0.2;
}