Files
Live-Coding-Sources/2019-11-30/02-kidou_greckow.glsl
NuSan b93f9bafdc Friendly shader showdown at GROW 2019
One half of the shaders
2019-12-02 09:21:37 +01:00

57 lines
1.2 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
float circle(vec2 uv, float r) {
return step(length(uv), r);
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
vec2 cv = uv -.5;
cv.x *= v2Resolution.x/v2Resolution.y;
vec2 st= cv;
vec2 qr = st;
cv.x *= fGlobalTime * cv.y;
cv *= fract(cv*sin(fGlobalTime));
st.x += cos(fGlobalTime*2.)*.5;
//for(int i=0; i <10.; i++){
// st*= i ;
// }
qr += fGlobalTime*.2;
float noiseCol = texture(texNoise, qr).r;
vec4 col = vec4(circle(st, 0.5*noiseCol)*noiseCol);
col.r = circle(cv, .5);
out_color = col;
}