mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
synced 2025-07-23 08:59:07 +02:00
115 lines
2.7 KiB
GLSL
115 lines
2.7 KiB
GLSL
/*{"audio":true, "midi": true}*/
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precision mediump float;
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uniform vec2 resolution;
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uniform float time;
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uniform sampler2D backbuffer;
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uniform float volume;
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uniform sampler2D midi;
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float sat(float x) { return clamp(x,0.,1.); }
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const float bpm = 75.*1.;
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mat2 rot(float r) {
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float c = cos(r);
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float s = sin(r);
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return mat2(c, s, -s, c);
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}
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float sc(vec3 p, vec2 uuv) {
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p.yx *= rot(time*.5);
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p.yz *= rot(time*.1);
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float bt = pow(1.-fract(.4+time*bpm/60.), 4.);
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float bt2 = pow(1.-fract(.4+time*bpm/60.), .5);
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float r = mix(.1, .3, bt);
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p.xy *= rot((abs(bt2-.5)+.5) * .1);
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float a = atan(uuv.y, uuv.x);
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r += (sin(a * 10.) * bt2 * .5+.5) * .1;
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//r += (sin(a * 50.) * bt2 * .5+.5) * 1.2 * volume;
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r *= 0.5;
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vec3 id = floor(p*2.);
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p = (fract(p*2.)-.5)/2.;
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float r2 = r;
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//r *= 1./(.1+length(dot(id,vec3(1.5))));
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vec3 p2 = p;
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//p2.xy = rot(time + p2.z*10.)*p2.xy;
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//p2.x += uuv.x*.1;
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p.xz = rot(bt) * p.xz;
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p.y += atan(p.z)*.1;
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p *=10.1;
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float md3 = texture2D(midi, vec2(.69, .47), 0.).x;
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p.xy = rot(md3) * p.xy*3.;
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//p -= .5;
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float box = max(p.x, max(p.y, p.z));
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return box;
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return min(length(p) - r, max(length(p2.xz) - r2*5.5, abs(p.z-4.)-3.));
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy/resolution);
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vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y);
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vec3 p = vec3(0.,0.,-1.);
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vec3 d = vec3(uuv, 1.0);
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float off = 0.;
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float s;
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for (float i = 0.; i < 1. ; i += .01) {
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s = sc(p, uuv);
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if (s < 0.001) break;
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p += s * d;
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off = i;
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}
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off *= 2.5;
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float t0 = 2755.312;
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float t1 = t0 + 10.;
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float fac = mix(.2,.5,sat(smoothstep(t0,t1,time)));
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vec3 col = vec3(.7,.5,.3)+vec3(.5,fac,.5)*cos(6.28*(vec3(.1,.3,.4) + uv.x + off + time*.1));
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//col *= smoothstep(0.,.01,);
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float bt = pow(1.-fract(.2+time*bpm/60.), 4.);
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float f = texture2D(midi, vec2(1./90.,1.), 0.).r;
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float md1 = texture2D(midi, vec2(.69, .48), 0.).x;
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float md2 = texture2D(midi, vec2(.69, .49), 0.).x;
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vec2 uuv2 = uuv;
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uuv = rot(time*.2+pow(length(uuv)*.5,5.)*53.) * uuv;
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uuv = fract(uuv*2.)-.5;
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vec2 idx = floor(uuv*2.);
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float rad = mix(.4,mix(.1,.8,md1),bt);
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rad += abs(idx.x)*.0;
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float st = 24.*md2;
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rad += pow(sin((atan(uuv.y, uuv.x)+.5*time)*st)*.5+.5, 10.)*bt*.3;
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rad -= pow(sin((atan(uuv.y, uuv.x)+3.1415+.5*time)*st)*.5+.5, 1.)*bt*.1;
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rad += pow(sin((atan(uuv.y, uuv.x)+1.*time)*st*10.)*.5+.5, 10.)*bt*.1;
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float dd = length(uuv)-rad;
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dd = max(dd, -(length(uuv)-rad*.5));
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col *= mix(1., smoothstep(.0,.005, dd), md1*2.);
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t0 = 5781.261;
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t1 = t0 + 10.;
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fac = mix(1.,-1.,sat(smoothstep(t0,t1,time)));
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col = mix(col, vec3(col.r), smoothstep(.0,.005,uuv2.x+fac));
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gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .3);
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}
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