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61 lines
1.7 KiB
GLSL
61 lines
1.7 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 * 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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#define sdist(p,s) (length(p)-s)
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#define STEPS 50.
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float map (vec3 pos) {
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float scene = 1000.;
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vec3 p = pos;
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scene = min(scene, sdist(p, 1.));
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return scene;
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}
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#define repeat(p,s) (mod(p,s)-s/2.)
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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.x *= v2Resolution.x/v2Resolution.y;
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float shade = 1;
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//uv = repeat(uv, .5);
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uv.y -= mod(abs(uv.x/(0.2+ mod(fGlobalTime, 10))) *91 - uv.x*0.1, 1);
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uv.x *= 0.7;
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float heart = step(.4, length(uv));
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shade = heart;
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float a = atan(uv.y, uv.x);
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float r = length(uv);
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uv = vec2(a,r);
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float v = 1.1;
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out_color = vec4(1.-shade, 0, 0,1.);
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out_color = mix(uv.y*vec4(0.457, 0.734, 0.276, 1), vec4(0.835, 0.457, 0.0345, 1), mix(vec4(1,1,1,1), vec4(0,0,0,0), out_color.r));
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out_color *= vec4(1-(uv.x+0.5));
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} |