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https://github.com/CookieCollective/Live-Coding-Sources.git
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72 lines
2.1 KiB
GLSL
72 lines
2.1 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 texKC;
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uniform sampler2D texNoise;
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uniform sampler2D texPegasus;
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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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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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float coucoulecercle(vec2 uv, vec2 center, float r)
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{
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return length(uv - center) < r ? 1 : 0;
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}
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void main(void)
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{
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float nosewidth = 0.5;
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float noseheight = 0.1;
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float baser = 0.1;
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float dr = 0.1;
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float dt = 1.2;
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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 t = 1 - mod(pow(fGlobalTime, 2), dt) / dt;
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float r = baser + t * dr;
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vec4 bgcol = vec4(.0);
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vec4 forcol = vec4(1.0);
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float c = coucoulecercle(uv, vec2(-nosewidth * 0.5, noseheight), r) + coucoulecercle(uv, vec2(nosewidth * 0.5, noseheight), r);
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vec2 alttexuv = uv + dt * fGlobalTime * 0.5;
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forcol = texture(texNoise, alttexuv);
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float angle = atan(uv.x, uv.y) + mod(fGlobalTime, 3.1416);
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float anglecol = mod(angle, 1.0) < 0.5 ? 1 : 0;
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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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*/
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vec2 uvPegasus = uv * -0.5 + vec2(0.45, 0.5);
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bgcol = texture(texPegasus, uvPegasus);
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out_color = mix(bgcol, forcol, c);
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} |