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Live-Coding-Sources/2017-12-08/extra-04.glsl
Jonathan Giroux dd46b557ba Add 2017-12-08
2017-12-23 21:49:32 +01:00

50 lines
1.5 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 texNoise;
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 * 5.0 ) + cos( sin( time*0.5 + v.y ) * 2.0 );
return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .2, 1.0 );
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
uv -= 0.5;
uv /= vec2(v2Resolution.y / v2Resolution.x, 1);
vec2 m;
m.x = atan(uv.x / uv.y) / (3.14/4);
m.y = 1 / length(uv) * .2;
float d = m.y * 4.0;
float f = texture( texFFT, d ).r * 100;
m.x += sin( fGlobalTime ) * 0.41;
m.y += fGlobalTime * 0.6;
vec4 t = plas( m * 3.14, fGlobalTime ) * d;
t = clamp( t, 0.0, 1.0 );
vec2 r = uv;
r.y = 4.0 /(r.x*50 + 0.3*r.y);
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) );
t = t* 0.2+1.0*aa;
out_color = f + t;
}