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50 lines
1.5 KiB
GLSL
50 lines
1.5 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 = 0.5 + sin( v.x * 5.0 ) + cos( sin( time*0.5 + v.y ) * 2.0 );
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return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .2, 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) / (3.14/4);
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m.y = 1 / length(uv) * .2;
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float d = m.y * 4.0;
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float f = texture( texFFT, d ).r * 100;
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m.x += sin( fGlobalTime ) * 0.41;
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m.y += fGlobalTime * 0.6;
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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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vec2 r = uv;
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r.y = 4.0 /(r.x*50 + 0.3*r.y);
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float aa = ( 2*mod(r.x,0.2) + 4*mod(r.y+fGlobalTime*0.1*sin(m.x*0.01+fGlobalTime*0.001),0.3) );
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t = t* 0.2+1.0*aa;
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out_color = f + t;
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} |