forked from goliath/shadermeh
Add more audio shaders
Signed-off-by: tyrolyean <tyrolyean@tyrolyean.net>
This commit is contained in:
parent
664f8d0305
commit
12396a8bb0
4 changed files with 345 additions and 0 deletions
84
shaders/eclipse.frag
Normal file
84
shaders/eclipse.frag
Normal file
|
@ -0,0 +1,84 @@
|
|||
// credit: https://www.shadertoy.com/view/4tGXzt
|
||||
|
||||
#define BEATMOVE 1
|
||||
|
||||
const float FREQ_RANGE = 64.0;
|
||||
const float PI = 3.1415;
|
||||
const float RADIUS = 0.6;
|
||||
const float BRIGHTNESS = 0.2;
|
||||
const float SPEED = 0.5;
|
||||
|
||||
//convert HSV to RGB
|
||||
vec3 hsv2rgb(vec3 c){
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
float luma(vec3 color) {
|
||||
return dot(color, vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float getfrequency(float x) {
|
||||
return texture(iChannel0, vec2(floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE, 0.25)).x + 0.06;
|
||||
}
|
||||
|
||||
float getfrequency_smooth(float x) {
|
||||
float index = floor(x * FREQ_RANGE) / FREQ_RANGE;
|
||||
float next = floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE;
|
||||
return mix(getfrequency(index), getfrequency(next), smoothstep(0.0, 1.0, fract(x * FREQ_RANGE)));
|
||||
}
|
||||
|
||||
float getfrequency_blend(float x) {
|
||||
return mix(getfrequency(x), getfrequency_smooth(x), 0.5);
|
||||
}
|
||||
|
||||
vec3 doHalo(vec2 fragment, float radius) {
|
||||
float dist = length(fragment);
|
||||
float ring = 1.0 / abs(dist - radius);
|
||||
|
||||
float b = dist < radius ? BRIGHTNESS * 0.3 : BRIGHTNESS;
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
|
||||
float angle = atan(fragment.x, fragment.y);
|
||||
col += hsv2rgb( vec3( ( angle + iTime * 0.25 ) / (PI * 2.0), 1.0, 1.0 ) ) * ring * b;
|
||||
|
||||
float frequency = max(getfrequency_blend(abs(angle / PI)) - 0.02, 0.0);
|
||||
col *= frequency;
|
||||
|
||||
// Black halo
|
||||
col *= smoothstep(radius * 0.5, radius, dist);
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 doLine(vec2 fragment, float radius, float x) {
|
||||
vec3 col = hsv2rgb(vec3(x * 0.23 + iTime * 0.12, 1.0, 1.0));
|
||||
|
||||
float freq = abs(fragment.x * 0.5);
|
||||
|
||||
col *= (1.0 / abs(fragment.y)) * BRIGHTNESS * getfrequency(freq);
|
||||
col = col * smoothstep(radius, radius * 1.8, abs(fragment.x));
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
|
||||
vec2 fragPos = fragCoord / iResolution.xy;
|
||||
fragPos = (fragPos - 0.5) * 2.0;
|
||||
fragPos.x *= iResolution.x / iResolution.y;
|
||||
|
||||
vec3 color = vec3(0.0134, 0.052, 0.1);
|
||||
color += doHalo(fragPos, RADIUS);
|
||||
|
||||
float c = cos(iTime * SPEED);
|
||||
float s = sin(iTime * SPEED);
|
||||
vec2 rot = mat2(c,s,-s,c) * fragPos;
|
||||
color += doLine(rot, RADIUS, rot.x);
|
||||
|
||||
color += max(luma(color) - 1.0, 0.0);
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
}
|
65
shaders/fft.frag
Normal file
65
shaders/fft.frag
Normal file
|
@ -0,0 +1,65 @@
|
|||
/*
|
||||
|
||||
Linear vs Logarithmic FFT
|
||||
|
||||
some good test songs:
|
||||
|
||||
https://soundcloud.com/kraddy/winning
|
||||
https://soundcloud.com/grey-houston/soothing-piano-melody
|
||||
https://soundcloud.com/pointpoint/life-in-gr
|
||||
|
||||
*/
|
||||
|
||||
//from https://stackoverflow.com/questions/35799286
|
||||
float toLog(float value, float min, float max){
|
||||
float exp = (value-min) / (max-min);
|
||||
return min * pow(max/min, exp);
|
||||
}
|
||||
|
||||
float getLevel(float samplePos){
|
||||
// the sound texture is 512x2
|
||||
int tx = int(samplePos*512.0);
|
||||
// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
|
||||
return texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
|
||||
}
|
||||
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||||
{
|
||||
vec2 uv = fragCoord.xy / iResolution.xy;
|
||||
|
||||
float xPos;
|
||||
float fft;
|
||||
|
||||
if (uv.y > 0.5){
|
||||
|
||||
//linear sampling
|
||||
xPos = uv.x;
|
||||
fft = getLevel(xPos);
|
||||
|
||||
}else{
|
||||
|
||||
//crop bottom and top of range
|
||||
uv.x = mix(0.3,0.7, uv.x);
|
||||
|
||||
//logarithmic sampling
|
||||
xPos = toLog(uv.x, 0.01, 1.0);
|
||||
|
||||
fft = getLevel(xPos);
|
||||
|
||||
//boost contrast
|
||||
fft = pow(fft,3.0);
|
||||
|
||||
//boost gain
|
||||
fft *= 1.5;
|
||||
|
||||
//contrast / brightness
|
||||
float contrast = 1.4;
|
||||
float brightness = 0.;
|
||||
fft = (fft - 0.5) * contrast + 0.5 + brightness;
|
||||
|
||||
}
|
||||
|
||||
fragColor = vec4(vec3(fft),1.0);
|
||||
|
||||
}
|
158
shaders/grid.frag
Normal file
158
shaders/grid.frag
Normal file
|
@ -0,0 +1,158 @@
|
|||
//https://www.shadertoy.com/view/XlBXRh with mic not soundcloud
|
||||
#define preset4
|
||||
|
||||
#ifdef preset1
|
||||
#define cells vec2(14.,14.)
|
||||
#define persp 1.5
|
||||
#define height 1.
|
||||
#define linewidth .5
|
||||
#define lineexp 4.
|
||||
#define brightness .7
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef preset2
|
||||
#define cells vec2(10.,5.)
|
||||
#define persp 2.5
|
||||
#define height 1.
|
||||
#define linewidth 3.
|
||||
#define lineexp 6.
|
||||
#define brightness .4
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef preset3
|
||||
#define OPAQUE_MODE
|
||||
#define INVERSE
|
||||
#define cells vec2(16.,16.)
|
||||
#define persp 1.
|
||||
#define height 1.5
|
||||
#define linewidth .1
|
||||
#define lineexp .5
|
||||
#define brightness .8
|
||||
#endif
|
||||
|
||||
#ifdef preset4
|
||||
#define OPAQUE_MODE
|
||||
#define cells vec2(10.,10.)
|
||||
#define persp 2.
|
||||
#define height .75
|
||||
#define linewidth .2
|
||||
#define lineexp 1.
|
||||
#define brightness 1.5
|
||||
#endif
|
||||
|
||||
#ifdef preset5
|
||||
#define INVERSE
|
||||
#define cells vec2(6.,25.)
|
||||
#define persp 1.
|
||||
#define height 2.
|
||||
#define linewidth .07
|
||||
#define lineexp .3
|
||||
#define brightness .35
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef preset6
|
||||
#define INVERSE
|
||||
#define OPAQUE_MODE
|
||||
#define cells vec2(15.,15.)
|
||||
#define persp 2.5
|
||||
#define height 1.
|
||||
#define linewidth .05
|
||||
#define lineexp .5
|
||||
#define brightness 1.
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
#define hcells (cells*.5)
|
||||
|
||||
|
||||
vec3 segment(vec2 p, vec3 from, vec3 to, float width, float dist) {
|
||||
width=1./width;
|
||||
vec2 seg=from.xy-to.xy;
|
||||
float halfdist=distance(from.xy,to.xy)*.5;
|
||||
float ang=atan(seg.y,seg.x);
|
||||
float sine=sin(ang);
|
||||
float cose=cos(ang);
|
||||
p-=from.xy;
|
||||
p*=mat2(cose,sine,-sine,cose);
|
||||
float dx=abs(p.x+halfdist)-halfdist;
|
||||
float dy=abs(p.y);
|
||||
float h=1.-abs(p.x+halfdist*2.)/halfdist/2.;
|
||||
float pz=-from.z-(to.z-from.z)*h;
|
||||
float l=1.-clamp(max(dx,dy)*width/(pz+dist)*dist*dist,0.,.1)/.1;
|
||||
l=pow(abs(l),lineexp)*(1.-pow(clamp(abs(dist-pz)*.45,0.,1.),.5))*4.;
|
||||
return normalize(.25+abs(mix(from,to,h)))*l;
|
||||
}
|
||||
|
||||
mat3 rotmat(vec3 v, float angle)
|
||||
{
|
||||
angle=radians(angle);
|
||||
float c = cos(angle);
|
||||
float s = sin(angle);
|
||||
|
||||
return mat3(c + (1.0 - c) * v.x * v.x, (1.0 - c) * v.x * v.y - s * v.z, (1.0 - c) * v.x * v.z + s * v.y,
|
||||
(1.0 - c) * v.x * v.y + s * v.z, c + (1.0 - c) * v.y * v.y, (1.0 - c) * v.y * v.z - s * v.x,
|
||||
(1.0 - c) * v.x * v.z - s * v.y, (1.0 - c) * v.y * v.z + s * v.x, c + (1.0 - c) * v.z * v.z
|
||||
);
|
||||
}
|
||||
|
||||
float getz(vec2 xy) {
|
||||
xy=xy*10.+hcells;
|
||||
//float pos=length(pow(abs(xy/cells),vec2(3.)))*8.;
|
||||
float pos=(xy.y*cells.x+xy.x)/(cells.x*cells.y);
|
||||
float s=texture(iChannel0,vec2(.5+pos*.5,.1)).x;
|
||||
return .25-pow(s,1.5)*height;
|
||||
}
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||||
{
|
||||
vec2 uv = (gl_FragCoord.xy / iResolution.xy-.5)*2.;
|
||||
uv.y*=iResolution.y/iResolution.x;
|
||||
mat3 camrot=rotmat(normalize(vec3(0.,0.,1.)),iTime*25.)*rotmat(normalize(vec3(1.,0.*sin(iTime*.5),0.)),60.+30.*sin(iTime*.5));
|
||||
float s=.1,maxc=0.;
|
||||
vec3 p1,p2,p3;
|
||||
vec3 rotv=vec3(0.,0.,1.);
|
||||
float h;
|
||||
vec3 col=vec3(0.);
|
||||
float dist=1.2+pow(abs(sin(iTime*.3)),5.)*.5;
|
||||
vec3 c=vec3(0.);
|
||||
for (float y=0.; y<cells.y; y++) {
|
||||
for (float x=0.; x<cells.x; x++) {
|
||||
p1=vec3(x-hcells.x,y-hcells.y,0.)*.1; p1.z=getz(p1.xy);
|
||||
p2=vec3(p1.x+.1,p1.y ,0.); p2.z=getz(p2.xy);
|
||||
p3=vec3(p1.x ,p1.y+.1,0.); p3.z=getz(p3.xy);
|
||||
p1*=camrot; p2*=camrot; p3*=camrot;
|
||||
p1.xy*=persp/max(0.1,p1.z+dist);
|
||||
p2.xy*=persp/max(0.1,p2.z+dist);
|
||||
p3.xy*=persp/max(0.1,p3.z+dist);
|
||||
if (max(p1.x,p2.x)>uv.x-linewidth/4. && min(p1.x,p2.x)<uv.x+linewidth/4. && x<cells.x-1.) {
|
||||
if (max(p1.y,p2.y)>uv.y-linewidth/4. && min(p1.y,p2.y)<uv.y+linewidth/4.) {
|
||||
#ifdef OPAQUE_MODE
|
||||
c=max(c,segment(uv,p1,p2,linewidth,dist)*1.5);
|
||||
#else
|
||||
c+=segment(uv,p1,p2,linewidth,dist);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
if (max(p1.x,p3.x)>uv.x-linewidth/4. && min(p1.x,p3.x)<uv.x+linewidth/4. && y<cells.y-1.) {
|
||||
if (max(p1.y,p3.y)>uv.y-linewidth/4. && min(p1.y,p3.y)<uv.y+linewidth/4.) {
|
||||
#ifdef OPAQUE_MODE
|
||||
c=max(c,segment(uv,p1,p3,linewidth,dist)*1.5);
|
||||
#else
|
||||
c+=segment(uv,p1,p3,linewidth,dist);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
c*=brightness;
|
||||
#ifdef INVERSE
|
||||
fragColor = vec4(1.-c,1.);
|
||||
#else
|
||||
fragColor = vec4(c,1.);
|
||||
#endif
|
||||
}
|
38
shaders/spectrum.frag
Normal file
38
shaders/spectrum.frag
Normal file
|
@ -0,0 +1,38 @@
|
|||
/*
|
||||
2D LED Spectrum - Visualiser
|
||||
Based on Led Spectrum Analyser by: simesgreen - 27th February, 2013 https://www.shadertoy.com/view/Msl3zr
|
||||
2D LED Spectrum by: uNiversal - 27th May, 2015
|
||||
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
*/
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||||
{
|
||||
// create pixel coordinates
|
||||
vec2 uv = fragCoord.xy / iResolution.xy;
|
||||
|
||||
// quantize coordinates
|
||||
const float bands = 30.0;
|
||||
const float segs = 40.0;
|
||||
vec2 p;
|
||||
p.x = floor(uv.x*bands)/bands;
|
||||
p.y = floor(uv.y*segs)/segs;
|
||||
|
||||
// read frequency data from first row of texture
|
||||
float fft = texture( iChannel0, vec2(p.x,0.0) ).x;
|
||||
|
||||
// led color
|
||||
vec3 color = mix(vec3(0.0, 2.0, 0.0), vec3(2.0, 0.0, 0.0), sqrt(uv.y));
|
||||
|
||||
// mask for bar graph
|
||||
float mask = (p.y < fft) ? 1.0 : 0.1;
|
||||
|
||||
// led shape
|
||||
vec2 d = fract((uv - p) *vec2(bands, segs)) - 0.5;
|
||||
float led = smoothstep(0.5, 0.35, abs(d.x)) *
|
||||
smoothstep(0.5, 0.35, abs(d.y));
|
||||
vec3 ledColor = led*color*mask;
|
||||
|
||||
// output final color
|
||||
fragColor = vec4(ledColor, 1.0);
|
||||
}
|
||||
|
Loading…
Reference in a new issue