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81 lines
1.7 KiB
GLSL
81 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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float sce (vec3 p)
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{
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float a = fGlobalTime;
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float b = sin(a)*p.x-cos(a)*p.y;
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float c = p.z*1.25;
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p.y += cos(b+fGlobalTime);
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p.x += sin(b+fGlobalTime);
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p.xy *= mat2(cos(c), -sin(c), sin(c), cos(c));
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p.xy *= mat2(cos(b), -sin(b), sin(b), cos(b));
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p = mod(p,4)-2;
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p.z += sin(p.y*20.+a*5.)/10.;
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p.z += sin(p.x*20.+a*5.)/10.;
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return length(p)-1;
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}
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float tra (vec3 o, vec3 d)
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{
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float t = 0.;
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for (int i=0;i<128;i++)
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{
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t += sce(o+d*t)*0.35;
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}
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return t;
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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 uvorig = uv;
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vec4 noise = texture (texNoise,uvorig);
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vec4 lines = texture (texTex2,uvorig);
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uv += cos(noise.r+fGlobalTime)/5.;
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uv += cos(lines.r+fGlobalTime)/20.;
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float color = tra(vec3(sin(fGlobalTime),cos(fGlobalTime)/2,fGlobalTime*4.),normalize(vec3(uv*10.,1.0)));
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float fog = 1/(1+color*color-1);
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out_color = vec4(vec3(color*fog*4.),1.0);
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out_color *= vec4(uv.x+1.0,uv.y+0.5,abs(sin(fGlobalTime*5.)),1.0);
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} |