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https://github.com/CookieCollective/Live-Coding-Sources.git
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67 lines
1.8 KiB
GLSL
67 lines
1.8 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 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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float fbm(vec2 p)
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{
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float a = .25;
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float time = fGlobalTime * .1;
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float c = cos(a); float s = sin(a);
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mat2 m = mat2(c,-s,s,c);
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float acc = 1.;
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float f = texture(texNoise,p / acc + time).r * acc; p *=m; acc *= .99;
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f += texture(texNoise,p / acc ).r * acc; p *=m * .1235 + time; acc *= .9;
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f += texture(texNoise,p / acc ).r * acc; p *=m * .2369 + time; acc *= .09;
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f += texture(texNoise,p / acc ).r * acc; p *=m * 125. + time; acc *= .09;
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texture(texNoise,p).r; p *=m;
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return f;
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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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float f = 0.;
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float a = .1 + length(uv * .25);
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float c = cos(a); float s = sin(a);
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uv *= mat2(c,-s,s,c);
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float amp = sin(length(uv) * 10.- fGlobalTime) *.5 +.5;
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amp = amp * .4 + .7;
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//f = 1. - length(uv);
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float st = sin(fGlobalTime) * .5 + .5;
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st = st * .4 + .5;
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f = 1. - smoothstep(fbm(uv), st - .05,st + .05);
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vec3 col = .45 * vec3(sin(f *.25) * .4 + .4, cos(f*1.1) * .5 + .3, sin(f * 4) * .5 + .7);
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out_color = vec4(col,0.) * amp;
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// out_color = texture(texTex1, vec2(fbm(uv),fbm(uv.yx)));
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} |