Last active
December 9, 2024 03:20
-
-
Save SuperSonicHub1/e3cabde37d6da6f85f38d7a2970dd89f to your computer and use it in GitHub Desktop.
Neato datamoshing GLSL shader for Shadertoy
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// iChannel0: webcam | |
// iChannel1: Brittney | |
// make sure both sources are on repeat | |
// shoutouts to einrail | |
// Unlicensed: https://unlicense.org/ | |
// Seconds | |
#define P1 15. | |
#define P2 2. | |
#define P3 20. | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 N1 = fragCoord/iResolution.xy; | |
vec2 N2 = vec2(N1.x, N1.y + 1./P3 * iTime); | |
vec3 lsamp = texture(iChannel0, N2).xyz; | |
vec3 rsamp = texture(iChannel1, N1).xyz; | |
float t1 = 0.3 * abs(sin(1./P1 * iTime)) + 0.3; | |
vec3 samp = lsamp * ((1. - t1) * rsamp) + 0.2; | |
vec3 modified = vec3( | |
float((floatBitsToInt(samp.x) & iFrame) % 255) / 255.0, | |
float((floatBitsToInt(samp.y) | iFrame) % 255) / 255.0, | |
float((floatBitsToInt(samp.z) ^ iFrame) % 255) / 255.0 | |
); | |
float t2 = abs(sin(1./P2 * iTime)); | |
vec3 avg = modified * t2 + samp * (1. - t2); | |
fragColor = vec4(avg,1.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment