mirror of
https://github.com/CookieCollective/Live-Coding-Sources.git
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95 lines
2.3 KiB
GLSL
95 lines
2.3 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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layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
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/*
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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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*/
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float circle(vec2 p, float r)
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{
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return 0.0;
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// length(p)
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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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/*
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vec2 m;
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m.x = atan(uv.x / uv.y) / 3.14;
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m.y = 1 / length(uv) * .2;
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float d = m.y;
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float f = texture( texFFT, d ).r * 100;
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m.x += sin( fGlobalTime ) * 0.1;
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m.y += fGlobalTime * 0.25;
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vec4 t = plas( m * 3.14, fGlobalTime ) / d;
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t = clamp( t, 0.0, 1.0 );
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out_color = f + t;
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*/
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vec4 c = vec4(1.0,0.5,0.0,1.0);
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float bx = uv.x;
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bx += uv.x*uv.y * sin(mod(fGlobalTime*0.01,0.2));
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c.y += (mod(bx + fGlobalTime*0.01, 0.10)) < 0.06 ? 0.2 : 0.0;
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//c.z += (mod(uv.y + fGlobalTime*0.01, 0.10)) < 0.06 ? 0.2 : 0.0;
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float r = 0.3;
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r += texture(texFFTSmoothed, 0.1).x * 1.0;
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if (length(uv.xy) < r)
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if (length(uv.xy - vec2(1.2,0.6)) < 1.4)
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uv.y -= texture(texTex2, uv.xy + vec2(fGlobalTime*uv.y-2,uv.x)).r * 0.2;
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if (length(uv.xy) < r)
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{
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c.x = 0.0;
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c.y += texture(texNoise, uv.xy).r;
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}
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for (float z = 0.0; z < 1.0; z += 0.1)
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{
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float len = length(uv.xy-vec2(0.09/(z+z),0.09*z+sin(fGlobalTime)*0.05));
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float s = 0.0;//sin(texture(texTex1,vec2(0.1,uv.y)).x);
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if (len > r*(1.4 + s*0.0) && len < r*1.5)
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{
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c.z += 0.3;
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c.y += 0.8;
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}
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if (length(uv.xy - vec2(1.2,0.6)) < 1.4)
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{
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c.x += 0.8;
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}
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c.z += uv.x * 0.2;
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}
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//circle(vec2(0.5,0.5), 0.1);
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out_color = c;
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} |