GLSL + SuperCollider :: REBOP



#define PERIOD 2.
#define REPETITIONS 2

const float PI = 3.1415926535;


float box(in vec2 _st, in vec2 _size){
    _size = vec2(0.5) - _size*0.5;
    vec2 uv = smoothstep(_size,
                        _size+vec2(0.001),
                        _st);
    uv *= smoothstep(_size,
                    _size+vec2(0.001),
                    vec2(1.0)-_st);
    return uv.x*uv.y;
}

float cross2(in vec2 _st, float _size){
    return  box(_st, vec2(_size,_size/4.)) +
            box(_st, vec2(_size/4.,_size));
}

vec3 shadeBlob(vec2 p, float index, float value, float scale)
{
    float screenRatio = iResolution.x / iResolution.y;
    vec2 pc = vec2(0.1 + (screenRatio - 0.2) * value, index);
 
    float d = length(pc - p) / 0.015*scale/(1.37+abs(sin(iTime)));
 
    return vec3(3. * vec3(0.5, 0.5, 0.7) / (max(d * d, 1.)));
}

float step_interp(float x) {
    return step(0.5, x);
}

float linear_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return c;
}

float cosine_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return 0.5 * (1. - cos(PI * c));
}

float smoothstep_interp(float x) {
//    return smoothstep(0., 1., x);

    float c = clamp(x, 0., 1.);
 
    return c * c * (3. - 2. * c);
}

float quintic_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return c * c * c * ((6. * c - 15.) * c + 10.);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 p = fragCoord.xy / iResolution.yy;
    vec2 q = fragCoord.xy / iResolution.xy;
 
    int tx = int(p.x*128.0);
    int ty = int(p.y*128.0);
 
    // per lo Spectrum Audio
    float wave = texelFetch( iChannel0, ivec2(ty,1), 0 ).x;
    vec3 spec = vec3(wave/0.5);
 
 
    // per lo Spectrum Audio
    //vec4 spec = vec4(0.1,0.1,0.1,0.1);
 
    vec2 translate = vec2(cos(iTime),sin(iTime));
    vec2 translate2 = vec2(sin(iTime),cos(iTime));
    //p += translate*0.35*sin(iTime);
    q += translate2*1.35*sin(iTime);
 
    float t = abs(2. * fract(iTime / PERIOD) - 1.);
 
 
    // Background pattern
 
 
 
    vec3 col = vec3(0.0);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1, spec.x/0.4 );
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1, spec.x/0.4);
 
    //col += shadeBlob(p, 0.3, smoothstep_interp(t)*spec.x+0.2, 0.1/0.1);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.05, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.05, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.2, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.05, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.1, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.1, 0.1/0.1);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.1, 0.1/0.1);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.1, spec.x/0.4);
    //col += shadeBlob(p, 0.7, quintic_interp(t)*spec.z+0.1, 0.1/0.1);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.2, spec.y/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.25, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.25, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.25, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.25, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.25, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.3, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.25, 0.1/0.1);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.25, 0.1/0.1);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.25, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.3, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.4, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.45, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.45, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.45, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.45, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.45, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.5, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.5, spec.x/0.4);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.5, 0.1/0.1);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.5, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.5, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.6, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.65, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.65, 0.1/0.1);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.65, 0.1/0.1);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.65, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.65, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.7, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.8, spec.x/0.4);
 
    //col += shadeBlob(p, 0.3, smoothstep_interp(t)*spec.x+0.8, 0.1/0.1);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.8, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.85, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.8, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.85, spec.x/0.4);
 
    //col += shadeBlob(p, 0.3, smoothstep_interp(t)*spec.x+0.8, 0.1/0.1);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.8, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.9, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.9, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.9, spec.x/0.4);
 
 
 
    col += 1.0 -  smoothstep( 0.0, 0.15, abs(wave - q.x) );
 
    //col = pow(col, vec3(1.3));
    //col2 = pow(col2, vec3(0.45));
 
    fragColor = vec4(col, 1.0);
}

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