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

78 lines
2.1 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;
vec3 greenA = vec3(34, 117, 76);
vec3 greenB = vec3(181, 230, 29);
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 );
// Alors, c'est l'histoire d'un type qui rentre dans un café et plouf !
// Un jour je suis allé sur la Lune
// oh putain c'était le bordel
}
void main(void)
{
greenA /= 255.;
greenB /= 255.;
vec3 white = vec3(1.,1.,1.);
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec2 uv2 = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
//uv2 = distance();
float radius = 0.25;
radius += cos(atan(uv.x, uv.y));
float l = distance(uv, vec2(.0, .0));
l = step(radius + sin( fGlobalTime * 2. ) * .1, l);
vec2 move = uv;
move.x *= 2.;
move.y *= sin( fGlobalTime * 10.) + 1.5;
float c = distance(move, vec2(.0, .0));
c = step(.1, c);
vec2 m;
m.x = atan(uv.x / uv.y) / 3.14;
m.y = 1 / length(uv) * .2;
float d = m.y;
float f = texture( texFFT, d ).r * 100;
m.x += sin( fGlobalTime ) * 0.1;
m.y += fGlobalTime * 0.25;
vec4 t = plas( m * 3.14, fGlobalTime ) / d;
t = clamp( t, 0.0, 1.0 );
vec3 caca = mix(greenB, greenA, l * c);
out_color = vec4(mix(caca, white * fGlobalTime * .001, uv.y) , .1);
}