Live-Coding-Sources/2017-06-22/04-semtoraap.glsl
2017-11-22 22:22:09 +01:00

79 lines
2.2 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 texKC;
uniform sampler2D texNoise;
uniform sampler2D texPegasus;
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
vec4 plas( vec2 v, float time )
{
float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 );
}
vec2 getPos(float time)
{
if(time<1) return vec2(0,time);
else if(time<1.3) return vec2(time-1,1);
else if(time<1.8) return vec2(0.3, 1.3-time);
else if(time<2.0) return vec2(2.1-time,0.5);
else if(time<2.5) return vec2(0.1, 2.5-time);
else return vec2(2.6-time,0);
}
vec4 getColor(vec2 pos)
{
vec2 track[7];
track[0]=vec2(0,0);
track[1]=vec2(0,1);
track[2]=vec2(0.3,1);
track[3]=vec2(0.3,0.5);
track[4]=vec2(0.1,0.5);
track[5]=vec2(0.1,0);
track[6]=vec2(0,0);
bool ok=false;
int i;
for(i=0;i<6;i++)
{
vec2 dp = pos-track[i];
dp=normalize(dp);
vec2 segment = track[i+1] - track[i];
float segmentLength = sqrt(dot(segment,segment));
float dotp = dot(dp, segment);
if(dotp>0 && dotp < segmentLength)
{
vec2 segmentPos = dp + segment * (dotp / segmentLength);
dp = pos - segmentPos;
float distSqr = dot(dp,dp);
if(distSqr < 0.1) ok = true;
}
}
return ok ? texture(texChecker, pos) : vec4(0,0,0,1);
}
void main(void)
{
vec2 screenCoords = gl_FragCoord.xy / v2Resolution;
screenCoords -= 0.5;
vec2 texPos = vec2(screenCoords.x, 1);
texPos.x /= screenCoords.y;
texPos.y /= screenCoords.y;
vec2 pos = getPos(mod(fGlobalTime * 0.1,2.6));
texPos += pos * 10;
out_color = screenCoords.y < 0 ? getColor(texPos) : vec4(0,0,0,1);
}