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Adaptation of ShaderToy's AudioSurf shader for Cinder. Actual audio data is replaced with random noise to keep it simple. I kept the original shader code without making any changes. Note that ```iResolution``` must be passed as a Vec3f.
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// by nikos papadopoulos, 4rknova / 2013 | |
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
uniform vec3 iResolution; // viewport resolution (in pixels) | |
uniform float iGlobalTime; // shader playback time (in seconds) | |
//uniform float iChannelTime[4]; // channel playback time (in seconds) | |
//uniform vec3 iChannelResolution[4]; // channel resolution (in pixels) | |
//uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click | |
uniform sampler2D iChannel0; // input channel. XX = 2D/Cube | |
//uniform vec4 iDate; // (year, month, day, time in seconds) | |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
#define PI 3.14159 | |
#define EPS .001 | |
#define T .03 // Thickness | |
#define W 2. // Width | |
#define A .09 // Amplitude | |
#define V 1. // Velocity | |
void main(void) | |
{ | |
vec2 c = gl_FragCoord.xy / iResolution.xy; | |
vec4 s = texture2D(iChannel0, c * .5); | |
c = vec2(0., A*s.y*sin((c.x*W+iGlobalTime*V)* 2.5)) + (c*2.-1.); | |
float g = max(abs(s.y/(pow(c.y, 2.1*sin(s.x*PI))))*T, | |
abs(.1/(c.y+EPS))); | |
gl_FragColor = vec4(g*g*s.y*.6, g*s.w*.44, g*g*.7, 1.); | |
} |
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void main() | |
{ | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
gl_Position = ftransform(); | |
} |
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#include "cinder/app/AppNative.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/gl/GlslProg.h" | |
#include "cinder/gl/Texture.h" | |
#include "cinder/Rand.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; | |
class AudioShaderApp : public AppNative { | |
public: | |
void setup(); | |
void update(); | |
void draw(); | |
private: | |
gl::GlslProg mShader; | |
gl::Texture mTexture; | |
}; | |
void AudioShaderApp::setup() | |
{ | |
// load and compile shader | |
try { | |
mShader = gl::GlslProg( loadAsset("audio_surf_vert.glsl"), loadAsset("audio_surf_frag.glsl") ); | |
} | |
catch( const std::exception& e ) | |
{ | |
console() << e.what() << std::endl; | |
} | |
} | |
void AudioShaderApp::update() | |
{ | |
// create a random FFT signal for test purposes | |
unsigned char signal[1024]; | |
for(int i=0;i<512;++i) | |
signal[i] = (unsigned char) (Rand::randUint() & 0xFF); | |
// add an audio signal for test purposes | |
for(int i=0;i<512;++i) | |
signal[512+i] = (unsigned char) (Rand::randUint() & 0xFF); | |
// store it as a 512x2 texture | |
mTexture = gl::Texture( signal, GL_LUMINANCE, 512, 2 ); | |
} | |
void AudioShaderApp::draw() | |
{ | |
gl::clear(); | |
// bind texture to slot 0 | |
mTexture.enableAndBind(); | |
// bind shader and set uniforms | |
mShader.bind(); | |
mShader.uniform( "iResolution", Vec3f( getWindowWidth(), getWindowHeight(), 0.0f ) ); | |
mShader.uniform( "iGlobalTime", float( getElapsedSeconds() ) ); | |
mShader.uniform( "iChannel0", 0 ); | |
// run full screen pass | |
gl::drawSolidRect( getWindowBounds() ); | |
// unbind shader and texture | |
mShader.unbind(); | |
mTexture.unbind(); | |
} | |
CINDER_APP_NATIVE( AudioShaderApp, RendererGl ) |
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