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https://github.com/CookieCollective/Live-Coding-Sources.git
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64 lines
1.7 KiB
GLSL
64 lines
1.7 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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#define P 3.1415
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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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float circlesdf(vec2 uv) {
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return distance(uv, vec2(0.5));
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}
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void main(void)
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{
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vec2 uv = 2.0 * gl_FragCoord.xy / v2Resolution.xy - 1.0;
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uv -= 0.5;
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uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
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uv += 0.5;
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float t = fGlobalTime;
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vec3 color = vec3(0.0);
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float mixer = mix(
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0.5, 1.0,
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mod(t, 2.5)
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);
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float mixer2 = mix(
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0.5, 2.5,
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mod(t, 1.0)
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);
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float n = 7.5 + 2.0 * sin(2.5 * t + uv.x);
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uv *= mixer * n;
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vec2 gv = fract(uv);
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vec2 id = floor(uv);
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float p1 = sin(5.0 * t + id.x + gv.x) *
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cos(-t + id.y + cos(5.0 * t + uv.x * uv.y) - 5.0 * sin(-t + uv.x + uv.y))
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* 0.25 + 0.25;
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float p2 = sin(5.0 * t + id.x + gv.x) *
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cos(t + id.y + cos(5.0 * t + uv.x - uv.y) - 5.0 * sin(-t + uv.x + uv.y))
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* 0.25 + 0.25;
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color += smoothstep(p1, p2, circlesdf(gv));
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color.b += smoothstep(p2, p1, circlesdf(gv));
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out_color = vec4(color, 0.0);
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} |