Live-Coding-Sources/2018-03-07/template-bonzomatic.glsl
2018-04-22 13:40:49 +02:00

66 lines
1.7 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 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
vec2 rotate(vec2 p, float a)
{
float c = cos(a);
float s = sin(a);
return mat2(c, s, -s, c) * p;
}
float noise(vec3 p)
{
return texture(texNoise, p.xy * 0.01 + p.z * 0.07).r + texture(texNoise, p.xy * 0.6 + p.z * 0.7).r * 1.2;
}
float map(vec3 p)
{
p.xy = rotate(p.xy, p.z * 0.4);
return noise(p) * smoothstep(-.4, -1.0, p.y) * smoothstep(-3.0, -1.0, p.y);
}
float map2(vec3 p)
{
p *= 0.4;
return cos(p.x) + cos(p.y) + cos(p.z);
}
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);
vec3 r = vec3(0.0);
vec3 dir = normalize(vec3(uv, 1.0 - length(uv) * sin(fGlobalTime) * 4.0));
vec3 pos = vec3(0.0, 0.4, fGlobalTime * 1.0);
for (int i = 0; i < 50; i++)
{
float d = map2(pos) * map(pos);
pos += dir * 0.4;
r += d;
}
//vec3 color = noise(vec3(uv, fGlobalTime));
vec3 color = r * 0.2 * mix(vec3(0.7, 0.4, 0.2), vec3(0.0, 0.0, 0.8), uv.x + uv.y);
color += vec3(0.0, 0.0, 0.1);
out_color = vec4(color, 1.0);
}