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47 lines
1.5 KiB
GLSL
47 lines
1.5 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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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 d(vec2 uv, float ff){
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uv.x += sin(fGlobalTime*2);
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uv.y += sin(fGlobalTime);
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uv.x *= fract(uv.x *10 * cos(fGlobalTime ));
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uv.y *= fract(uv.y *10 * sin(fGlobalTime ));
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uv.x += (1 + sin(fGlobalTime)) * 2 * ff;
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uv.y += (1 + cos(fGlobalTime)) * 2 * ff;
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return step(length(uv), 0.2);
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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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float texFFT = texture(texNoise, uv).r;
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float rfft = texFFT;
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uv -= 0.5;
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uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
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float dd = d(uv, rfft);
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vec4 color = vec4(dd,dd,dd,1);
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color+=rfft;
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out_color = color;
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} |