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https://github.com/CookieCollective/Live-Coding-Sources.git
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69 lines
1.8 KiB
GLSL
69 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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vec2 rotate(vec2 uv, float angle)
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{
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float c = cos(angle);
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float s = sin(angle);
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return mat2(c, s, -s, c) * uv;
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}
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float tile2(vec2 uv)
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{
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uv.x += cos(fGlobalTime);
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//uv.y += sin(fGlobalTime);
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return step(0.5, length(uv));
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}
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float tile(vec2 uv)
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{
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return step(-0.4, uv.x + uv.y) * step(uv.x + uv.y, 0.4);
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}
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float hash(vec2 uv)
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{
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return fract(sin(dot(uv, vec2(12.578, 3.541)) * 577.4357));
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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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float pulse = exp(-fract(fGlobalTime) * 20.0);
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uv.x += sin(uv.y * 500.0) * 0.4 * pulse;
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vec3 color = mix(vec3(0.7, 0.8, 0.4), vec3(0.2, 0.8, 1.0), uv.x + uv.y);
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uv.x += sin(fGlobalTime * 0.2) * 0.5;
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uv *= 15.0 + sin(fGlobalTime * 0.2) * 5.0;
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vec2 index = floor(uv);
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uv = fract(uv) * 2.0 - 1.0;
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float t0 = floor(fGlobalTime);
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float t1 = fract(fGlobalTime);
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float angle = t0 + floor(hash(index) * 100.0) + pow(t1, 10.0);
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angle *= 3.1415926535 / 2.0;
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uv = rotate(uv, angle);
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float t = mod(tile(uv) + tile2(uv), 2.0);
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color = mix(color, vec3(1.0), t);
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out_color = vec4(color, 1.0);
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} |