Created
April 15, 2021 10:35
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#version 410 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
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 texPreviousFrame; // screenshot of the previous frame | |
uniform sampler2D texChecker; | |
uniform sampler2D texNoise; | |
uniform sampler2D texTex1; | |
uniform sampler2D texTex2; | |
uniform sampler2D texTex3; | |
uniform sampler2D texTex4; | |
#define iTime fGlobalTime | |
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything | |
vec3 pal(float t){ | |
return .5+.5*cos(2.*3.141592*(1.*t+vec3(.0,.3,.7))); | |
} | |
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); | |
vec2 id = (floor(uv*5.))*0.; // biome change, unused if *0.; | |
// Time varying pixel color | |
vec3 col = vec3(0.); | |
vec2 cpos = uv+vec2(sin(iTime),cos(iTime*.33))*.5; | |
float d = length(cpos)-.10-sin(iTime*.77)*.05+.05; | |
d= smoothstep(.01,.001,abs(d)-.0004); | |
col = vec3(d); | |
vec2 puv = ((uv*v2Resolution.y)+(.5*v2Resolution.xy))/v2Resolution.xy; | |
vec4 acc = vec4(0.); | |
for(float x=-1.;x<=1.;x++){ | |
for(float y=-1.;y<=1.;y++){ | |
acc += texture(texPreviousFrame,(puv+vec2(x,y)*.001)); | |
} | |
} | |
vec4 pcol = vec4(0.,0.,0.,1.); | |
for(int i=0;i<5;i++){ | |
if(acc[i] >.3 && acc[i] <1.0 ){ | |
if(acc[int(mod(float(i),3.))] >= 2.0*( acc[int(mod(float(i+1),3.))] + acc[int(mod(float(i+2),3.))]) && | |
acc[i] >= .002*acc[int(mod(float(i+1)+mod(length(id),2.0),3.))] | |
) { | |
pcol[i] += acc[i]+ acc[int(mod(float(i+1)+mod(length(id),2.0),3.))]; | |
pcol[int(mod(float(i+1),3.))]= acc[int(mod(float(i+1)+mod(length(id),2.0),3.))]/2.*9.201; | |
} else { | |
//pcol[i] *= acc[i]; | |
} | |
} else if(acc[i] >=1.0){ pcol[i]= acc[i]/9.201;} | |
} | |
pcol = pcol*1.0; | |
out_color = vec4(col*pal(iTime*1.33+atan(cpos.x,cpos.y)*2.),1.0)+pcol; | |
//out_color = fcol; | |
} |
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