Created
August 22, 2018 21:43
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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 iTime fGlobalTime | |
| #define pi acos(-1.) | |
| vec2 modang(vec2 p, float rep) | |
| { | |
| float r = length(p); | |
| float ang = atan(p.x,p.y) / (2 * pi); | |
| ang = (fract(ang*rep)+1)/rep; | |
| ang *= 2*pi; | |
| return vec2(sin(ang),cos(ang))*r; | |
| } | |
| float sdBox( vec2 p, vec2 b ) | |
| { | |
| vec2 d = abs(p) - b; | |
| return min(max(d.x,d.y),0.0) + length(max(d,0.0)); | |
| } | |
| vec3 color(vec2 uv) | |
| { | |
| uv = fract(uv); | |
| uv = uv * 1.04 - .02; | |
| if(any(greaterThan(abs(uv-.5),vec2(.5)))) | |
| return vec3(0); | |
| vec2 originalUv = uv; | |
| uv = fract(uv * 8); | |
| uv = uv * 1.1 - .05; | |
| if(any(greaterThan(abs(uv-.5),vec2(.5)))) | |
| return vec3(0); | |
| float d = sdBox(fract(uv*4)-.5, vec2(.2)); | |
| float threshold = .04; | |
| //threshold = max(length(dFdx(uv)),length(dFdy(uv))); | |
| float mask = smoothstep(threshold,-threshold,d); | |
| //mix(vec3(66, 244, 226), vec3(65, 68, 244), sin(uv.x+iTime*4.)*.5+.5) / 255; | |
| uv = fract(originalUv); | |
| uv *= 8 * 4; | |
| uv = floor(uv); | |
| uv /= 8 * 4; | |
| vec3 col = vec3(.03); | |
| col += smoothstep(.6,1.,sin(uv.x*20.-iTime*1.5)); | |
| col += smoothstep(.9,1.,sin(3.*atan(uv.x-.5,uv.y-.5)-iTime*1.5+.5)) * vec3(.2,.6,1); | |
| col += smoothstep(.9,1.,sin(3.*atan(uv.x-.5,uv.y-.5)+iTime*1.5+.5)) * vec3(1,.5,.2); | |
| //mask=1; | |
| return vec3(mask) * col; | |
| } | |
| vec3 pal(vec3 a, vec3 b, vec3 c, vec3 d, float t) | |
| { | |
| return a+b*cos(2*pi*(c*t+d)); | |
| } | |
| vec3 logichroma(float t) | |
| { | |
| return pal( | |
| vec3(.5), | |
| vec3(.5), | |
| vec3(1.), | |
| vec3(0,1,2)/3, | |
| t | |
| ); | |
| } | |
| 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.y += .07; | |
| out_color.rgb = color(gl_FragCoord.xy / v2Resolution.xy); | |
| float chromaStrength = sin(iTime*.5); | |
| out_color.rgb = vec3(0); | |
| for(int i=0;i<100;++i) | |
| { | |
| uv *= mix(1.,.996,chromaStrength); | |
| vec2 u = modang(uv, 3); | |
| u = vec2( | |
| u.x/u.y, | |
| 1./u.y | |
| ) / sqrt(3)*.5 + .5; | |
| vec3 col = color(u+vec2(0,-iTime*.1)); | |
| float depthfog = pow(smoothstep(3.,-1.,-u.y),2.); | |
| out_color.rgb += col * depthfog * logichroma(i/100.0); | |
| } | |
| out_color.rgb /= 4; | |
| } |
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