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63 lines
1.9 KiB
GLSL
63 lines
1.9 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 texNogozon;
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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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float lol = 5.;
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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 circle(vec2 _uv) {
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return smoothstep(0.5, 0.51, length(_uv));
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}
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float untruc(vec2 _uv) {
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return step(.2, _uv.x) - step(.2 - _uv.x, _uv.x);
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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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uv -= 0.5;
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uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
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vec4 backgroundColor = vec4(1., sin(uv.y), .0, .0);
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vec4 squareColor = vec4(.5, .5, .5, 1.);
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vec4 sunColor = vec4(0., 0., 1., 0.);
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uv += sin(fGlobalTime) * .25;
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uv *= mat2(cos(fGlobalTime * lol), sin(fGlobalTime * lol), -sin(fGlobalTime * lol), cos(fGlobalTime * lol));
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uv.x += sin(uv.y * 33. + fGlobalTime) * .033;
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vec2 blob = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
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uv.y += sin(blob.x * 10. * fGlobalTime) * .1;
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vec4 finalColor = mix(backgroundColor, sunColor, circle(uv));
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for(int i=0; i<10 ; i++) {
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finalColor += mix(finalColor, sunColor, circle(uv + vec2(i * .5, i + .33)));
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}
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finalColor = mix(finalColor, squareColor, untruc(uv));
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out_color = finalColor;
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} |