Created
January 16, 2021 21:59
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Idea Bonzo Shader Royale
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# Create a texture that concat profile | |
mogrify -resize 512x512! *.png ; montage -mode concatenate -tile x1 *.png ../tex1.jpg |
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#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 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 nbParticipant 12. | |
#define myId 6. | |
#define anim 1. | |
float box(vec2 uv,vec2 a){ | |
vec2 b=abs(uv)-a; | |
return length(max(b,0.)) + min(max(b.x,b.y),0.); | |
} | |
vec3 p(float t) { return 0.5+0.5*cos(2.*3.141592*(1.*t+vec3(.0,.33,.67)));} | |
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.x += sin(uv.y*3.+fGlobalTime)*.05; | |
vec2 texC =(uv+vec2(.0+.5 +myId+ (floor(fGlobalTime)+pow(fract(fGlobalTime),20.4))*anim,.5))/vec2(nbParticipant,1.); | |
texC *= vec2(1.,-1.); | |
vec3 col = texture(texTex3,texC).rgb; | |
float sq = 1.-box(uv,vec2(.49)); | |
sq = step(1.,sq); | |
out_color = vec4(sqrt(mix(vec3(.0),col,sq)),1.); | |
} |
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