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@CharStiles
Created January 21, 2022 03:07
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_vol;
#define PI 3.14
float getBPMVis(float bpm){
// this function can be found graphed out here :https://www.desmos.com/calculator/rx86e6ymw7
float bps = 60./bpm; // beats per second
float bpmVis = tan((u_time*PI)/bps);
// multiply it by PI so that tan has a regular spike every 1 instead of PI
// divide by the beat per second so there are that many spikes per second
bpmVis = clamp(bpmVis,0.,10.);
// tan goes to infinity so lets clamp it at 10
bpmVis = abs(bpmVis)/20.;
// tan goes up and down but we only want it to go up
// (so it looks like a spike) so we take the absolute value
// dividing by 20 makes the tan function more spiking than smoothly going
// up and down, check out the desmos link to see what i mean
return bpmVis;
}
// https://math.stackexchange.com/questions/2491494/does-there-exist-a-smooth-approximation-of-x-bmod-y
// found this equation and converted it to GLSL, usually e is supposed to be squared but in this case I like the way it looks as 0 //idk
float smoothMod(float x, float y, float e){
float top = cos(PI * (x/y)) * sin(PI * (x/y));
float bot = pow(sin(PI * (x/y)),2.);
float at = atan(top/bot);
return y * (1./2.) - (1./PI) * at ;
}
// Repeat around the origin by a fixed angle.
// For easier use, num of repetitions is use to specify the angle.
vec2 modPolar(vec2 p, float repetitions) {
float angle = 2.*3.14/repetitions;
float a = atan(p.y, p.x) + angle/2.;
float r = length(p);
//float c = floor(a/angle);
a = smoothMod(a,angle,033323231231561.9) - angle/2.;
//a = mix(a,)
vec2 p2 = vec2(cos(a), sin(a))*r;
//p = mix(p,p2, pow(angle - abs(angle-(angle/2.) ) /angle , 2.) );
return p2;
}
// http://www.iquilezles.org/www/articles/palettes/palettes.htm
// to see this function graphed out go to: https://www.desmos.com/calculator/rz7abjujdj
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase)
{
return brightness + contrast*cos( 6.28318*(osc*t+phase) );
}
void pR(inout vec2 p, float a) {
p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
}
// main is a reserved function that is going to be called first
void main(void)
{
vec2 normCoord = gl_FragCoord.xy/u_resolution;
float time = u_time/5.0; //slow down time
vec2 uv = -1. + 2. * normCoord;
uv.x *= u_resolution.x/u_resolution.y;
pR(uv, time);
uv = modPolar(uv,20. + (10. * abs(sin(time))));
uv.x += sin(time);
pR(uv, -time);
float radius = length(uv * 10.);
float rings = sin(u_vol * 0.1 - radius) ;
float angle = sin(atan(uv.x,uv.y)+time);
float swirly = sin(rings + cos(angle) + time);
float beat = getBPMVis(30.);
vec3 brightness = vec3(mix(0.7, 0.1, (sin(time + length(uv*20.) +beat )+1.)/2.) );
vec3 contrast = vec3(0.15);
vec3 osc = vec3(0.5,1.0,0);
vec3 phase = vec3(0.4,0.9,0.2);
vec3 palette = cosPalette(angle + swirly + rings, brightness, contrast, osc, phase);
vec4 color = vec4(palette, 1);
gl_FragColor = color;
}
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