shadermeh/shaders/osci.frag
David Oberhollenzer 8c47f2726c Implement sound buffer texture
Texture channel 0 has a 512x2 texture with audio samples. For now,
fill it with dummy data (ascending slope), so we can see some
output.

Signed-off-by: David Oberhollenzer <goliath@infraroot.at>
2022-07-19 21:54:39 +02:00

40 lines
1.3 KiB
GLSL

// Created by inigo quilez - iq/2013
// https://www.youtube.com/c/InigoQuilez
// https://iquilezles.org/
// See also:
//
// Input - Keyboard : https://www.shadertoy.com/view/lsXGzf
// Input - Microphone : https://www.shadertoy.com/view/llSGDh
// Input - Mouse : https://www.shadertoy.com/view/Mss3zH
// Input - Sound : https://www.shadertoy.com/view/Xds3Rr
// Input - SoundCloud : https://www.shadertoy.com/view/MsdGzn
// Input - Time : https://www.shadertoy.com/view/lsXGz8
// Input - TimeDelta : https://www.shadertoy.com/view/lsKGWV
// Inout - 3D Texture : https://www.shadertoy.com/view/4llcR4
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// create pixel coordinates
vec2 uv = fragCoord.xy / iResolution.xy;
// the sound texture is 512x2
int tx = int(uv.x * 512.0);
// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
float fft = texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
// second row is the sound wave, one texel is one mono sample
float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
// convert frequency to colors
vec3 col = vec3( fft, 4.0*fft*(1.0-fft), 1.0-fft ) * fft;
// add wave form on top
col += 1.0 - smoothstep(0.0, 0.15, abs(wave - uv.y));
// output final color
fragColor = vec4(col,1.0);
}