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https://github.com/CookieCollective/Live-Coding-Sources.git
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29 lines
1.0 KiB
GLSL
29 lines
1.0 KiB
GLSL
#version 410 core
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uniform float fGlobalTime;
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uniform vec2 v2Resolution;
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uniform sampler1D texFFT;
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uniform sampler2D texNoise;
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uniform sampler2D texTex1;
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layout(location = 0) out vec4 out_color;
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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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vec2 m;
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m.x = atan(uv.x / uv.y) / 3.14;
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vec4 fromage = texture(texNoise, uv-m+sin(fGlobalTime)+0.5);
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float raclette = uv.x ;
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uv += pow(length(uv), raclette* fromage.x);
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m.y = 1 / length(uv) * .2;
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float r = sqrt(dot(uv,uv));
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float w = (sin(fGlobalTime)+ 3.0*cos(fGlobalTime + 15.0*m.y)/2.0);
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float col = 0.0;
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float d = pow(dot(uv,uv),12.*cos(fGlobalTime)+0.975);
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col = .1/length(mod(uv, 1.0)-sin(fGlobalTime*d*w*m)+0.41);
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float coscoscos = cos(d) + cos(m.x) + cos(fromage.r);
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col += smoothstep(-2., 2., d-fromage.g+mod(uv,2.0).r * coscoscos);
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float camembert = fromage.r * m.y+r * abs(sin(uv.x));
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out_color = vec4(camembert, fromage.r, col,1.0)*vec4(0.5,camembert,0.9,1.0);
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} |