forked from goliath/shadermeh
David Oberhollenzer
8c47f2726c
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>
40 lines
1.3 KiB
GLSL
40 lines
1.3 KiB
GLSL
// Created by inigo quilez - iq/2013
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// https://www.youtube.com/c/InigoQuilez
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// https://iquilezles.org/
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// See also:
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//
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// Input - Keyboard : https://www.shadertoy.com/view/lsXGzf
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// Input - Microphone : https://www.shadertoy.com/view/llSGDh
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// Input - Mouse : https://www.shadertoy.com/view/Mss3zH
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// Input - Sound : https://www.shadertoy.com/view/Xds3Rr
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// Input - SoundCloud : https://www.shadertoy.com/view/MsdGzn
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// Input - Time : https://www.shadertoy.com/view/lsXGz8
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// Input - TimeDelta : https://www.shadertoy.com/view/lsKGWV
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// Inout - 3D Texture : https://www.shadertoy.com/view/4llcR4
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// create pixel coordinates
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vec2 uv = fragCoord.xy / iResolution.xy;
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// the sound texture is 512x2
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int tx = int(uv.x * 512.0);
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// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
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float fft = texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
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// second row is the sound wave, one texel is one mono sample
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float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
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// convert frequency to colors
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vec3 col = vec3( fft, 4.0*fft*(1.0-fft), 1.0-fft ) * fft;
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// add wave form on top
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col += 1.0 - smoothstep(0.0, 0.15, abs(wave - uv.y));
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// output final color
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fragColor = vec4(col,1.0);
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}
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