Live-Coding-Sources/2017-11-25/03-remi.glsl
2017-11-26 17:25:13 +01:00

49 lines
1.3 KiB
GLSL

#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
#define T fGlobalTime
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 texNoise;
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
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
vec2 st = uv;
vec2 brUv = uv;
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
uv *= 2.;
uv.x += sin(T*1.5);
uv.y = uv.y*sin(T)*5.;
vec4 noise = texture(texNoise, uv);
// noise *= 0.5;
// noise += 0.5;
st.y = st.y + noise.x * 0.05;
vec4 pattern = texture(texTex4, st);
pattern.r = pattern.g;
st.y = st.y+(pattern.b * sin(T*2.)*.09);
pattern = texture(texTex4, st);
st *= cos(T)*5.;
vec4 color = pattern-(noise*0.5);
vec4 bricks = texture(texTex1, brUv);
color.r += bricks.r;
out_color = color;
}