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42 lines
1.4 KiB
GLSL
42 lines
1.4 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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vec4 plas( vec2 v, float time )
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{
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float c = cos(atan(tan(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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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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vec2 m;
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m.x = atan(uv.x / uv.y) / 666;
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m.y = sin(tan(1 / length(uv) * .666));
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float d = m.y;
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float f = texture( texFFT, d ).r * 1;
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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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out_color = atan(sin(tan(f + t*3.14569898898989895466465))) ;
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//out_color = f * 0.1 + fGlobalTime + uv.x;
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} |