Live-Coding-Sources/2017-06-22/03-sicarde.glsl
2017-11-22 22:22:09 +01:00

60 lines
1.9 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 texKC;
uniform sampler2D texNoise;
uniform sampler2D texPegasus;
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
vec4 plas( vec2 v, float time )
{
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec2 m;
m.x = atan(uv.x / uv.y) / 3.14;
m.y = 1 / length(uv) * .2;
float d = m.y;
float f = texture( texFFT, d ).r * 100;
m.x += sin( fGlobalTime ) * 0.1;
m.y += fGlobalTime * 0.25;
vec4 t = plas( m * 3.14, fGlobalTime ) / d;
t = clamp( t, 0.0, 1.0 );
out_color = (f + t) * abs(uv).xxyy;
out_color += texture(texKC, clamp(uv * 2.0 - vec2(-0.7, 0.7), 0.0, 1.0));
uv.y *= -1;
uv *= 2;
vec2 uvLove = uv;
uvLove *= 2.25;
uvLove.x += -fGlobalTime;
uvLove.y = clamp(uvLove.y, 0.00, 1.0);
out_color += texture(texPegasus, uvLove);
uv.y += abs(sin(fGlobalTime / .25)) * 0.5 - 0.4;
uv += 0.85;
vec2 uvPoney2 = uv - vec2(1.5, 0.0);
uvPoney2.x *= -1;
out_color += texture(texPegasus, vec2(clamp(uv.x - 0.7, 0.0, 1.0), clamp(uv.y - 0.5, 0.0, 1.0)));
out_color += texture(texPegasus, vec2(clamp(uvPoney2.x - 0.7, 0.0, 1.0), clamp(uvPoney2.y - 0.5, 0.0, 1.0)));
}