forked from extern/Live-Coding-Sources
63 lines
2.1 KiB
GLSL
63 lines
2.1 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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vec2 rotate(vec2 uv, float a)
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{
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float c = cos(a);
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float s = sin(a);
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return mat2(c, s, -s, c) * uv;
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}
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float circle(vec2 uv, float r, float w, float m, float t)
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{
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float l = length(uv);
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float a = atan(uv.x, uv.y);
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return smoothstep(r, r + 0.01, l) * smoothstep(r + w, r + w - 0.01, l) * step(mod(a + t, m), m * 0.5);
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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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float pulse = exp(-fract(fGlobalTime * 0.4));
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uv = rotate(uv, fGlobalTime * length(uv) * sin(fGlobalTime) * 0.01);
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uv *= 0.5 / pulse;
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uv.y += sin(uv.x * 20.0 + fGlobalTime * 5.0) * 0.02;
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vec3 color = uv.xyx * circle(uv, 0.3, 0.02, 0.9, fGlobalTime);
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color += sin(uv.x * 200.0) * circle(uv, 0.2, 0.01, 0.9, fGlobalTime);
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color += mix(vec3(0.6, 0.2, 0.7), vec3(1.0, 0.4, 0.7), (dot(uv, vec2(cos(fGlobalTime), sin(fGlobalTime))))) * vec3(0.7, 0.2, 0.1);
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color *= fract(uv.y * 3.0 + fGlobalTime) * 0.1;
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color += -0.2 - exp(-fract(fGlobalTime * 0.8) * 10.0) * sin(uv.y * 800.0 + fGlobalTime * 400.0) * 4.0;
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for (int i = 0; i < 16; i++)
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color += fract(uv.y * 50) * vec3(float(i), 0.6, 0.2) * circle(uv, sin(float(i) * 0.7) * 0.4, sin(float(i) * exp(-fract(fGlobalTime * 1.0))) * 0.1, sin(float(i)), fGlobalTime * sin(float(i) * 30.0) * 2.0);
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color += length(uv) * vec3(0.1, 0.4, 0.7) * 3.0;
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color *= 2.0;
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color /= color + 1.0;
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color = sqrt(color);
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out_color = vec4(color, 1.0);
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} |