Files
Live-Coding-Sources/2020-03-19/cookie.glsl
2020-04-02 00:18:54 +02:00

39 lines
1.1 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 cookie;
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
#define time fGlobalTime
mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
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);
uv.y *= -1.0;
float d = length(uv);
uv *= 2. + 0.2 * sin(time + d*4.);
uv *= rot(sin(time*2.-d*2.)*.2);
uv += 0.5;
vec4 color = texture(cookie, uv);
color.rgb = mix(vec3(0), vec3(1), color.a);
out_color = color;
}