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14.glsl
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14.glsl
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uniform float u_amp;
uniform float u_beat;
uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;
#define M_PI 3.14159265358979323846
vec2 rotate(vec2 _in, float _angle){
return _in * mat2(cos(M_PI*_angle),-sin(M_PI*_angle),
sin(M_PI*_angle),cos(M_PI*_angle));
}
vec2 rotate2D (vec2 _st, float _angle) {
_st -= 0.5;
_st = mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
}
vec2 tile (vec2 _st, float _zoom) {
_st *= _zoom;
return fract(_st);
}
vec2 rotateTilePattern(vec2 _st){
// Scale the coordinate system by 2x2
_st *= 2.0;
// Give each cell an index number
// according to its position
float index = 0.0;
index += step(1., mod(_st.x,2.0));
index += step(1., mod(_st.y,2.0))*2.0;
// |
// 2 | 3
// |
//--------------
// |
// 0 | 1
// |
// Make each cell between 0.0 - 1.0
_st = fract(_st);
// Rotate each cell according to the index
if(index == 1.0){
// Rotate cell 1 by 90 degrees
_st = rotate2D(_st,M_PI*0.5);
} else if(index == 2.0){
// Rotate cell 2 by -90 degrees
_st = rotate2D(_st,M_PI*-0.5);
} else if(index == 3.0){
// Rotate cell 3 by 180 degrees
_st = rotate2D(_st,M_PI);
}
return _st;
}
vec2 random2( vec2 p ) {
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
void main() {
vec2 s = gl_FragCoord.xy/u_resolution.xy + vec2(-0.5);
vec2 o = s;
vec3 c = vec3(0.);
vec3 d = vec3(1.);
float p = u_beat;
float a = u_amp;
float t = u_time;
float spin_speed = 0.10;
float angle = 0.0;
float cscale = 1.0;
float tscale = 0.1432; float pscale = 0.01;
float ascale = 0.4;
t *= tscale;
p *= pscale;
a *= ascale;
// TIME SLOW
t *= 0.18648;
spin_speed *= 0.2;
cscale = 0.9;
a *= 0.05;
p = 0.;
// ANGLE
angle = t * spin_speed;
// BEAT
p *= 0.0;
// AMP
a *= 0.04;
// ROTATE BEFORE
s = rotate(s, angle);
// // SYM X
// if (s.x < 0.) {
// s.x = abs(s.x);
// }
// // SYM Y
// if (s.y < 0.) {
// s.y = abs(s.y);
// }
// s.y = -s.y;
// SIMPLE TILE
// s = rotateTilePattern(s+a*.5);
s = tile(s,.8);
// // ROTATE AFTER
s = rotate(s, angle);
// s = tile(s,3.0);
// // pulse
// s.x = cos(abs(s.y-s.x)/(sin(t*0.1)+2.)+p);
// s.y = abs(cos(s.x-s.y)/(tan(t*0.33)+2.)+p);
s += 0.1+p*0.3;
// s.y *= 4.;
s *= 1.1;
vec2 r = s;
// // zebra
s.x = atan((s.x*s.y)*(sin(t*0.3)+4.));
s.y = cos((s.y*s.x)*(sin(t*0.21)+4.));
// tv
// s.x = cos(abs(r.x)*sin(t)+a*.01);
// s.y = abs(cos(r.y)*sin(t)-a*.01);
// bizzarre
s.x /= sin((r.y)*sin(t*.041)+p*.1);
s.y /= (sin(r.x)*sin(t*.032)-p*.1);
s = rotateTilePattern(s);
// s = tile(s,3.0);
// s = rotateTilePattern(s);
c = vec3(0.0);
// Cell positions
vec2 point[5];
point[0] = vec2(-0.4,-0.4);
point[1] = vec2(-0.4,0.4);
point[2] = vec2(0.4,0.4);
point[3] = vec2(0.4,-0.4);
point[4] = vec2(sin(t)*.5,cos(t)*.5)*.4+a*.2;
float m_dist = 1.;
for (int i = 0; i < 4; i++) {
point[i] += tan(t*(2.1+float(i))) * .1;
point[i] -= cos(t*(2.1+float(i))) * .1;
}
for (int i = 0; i < 5; i++) {
float dist = distance(s, point[i]);
m_dist = min(m_dist, dist);
}
c += m_dist;
if (mod(t*0.5, 13.) > 4.) {
c -= step(.6+p,abs(sin(40.0*m_dist)))*.4*a;
} else {
c -= step(.6+p,abs(sin(40.0*m_dist)))*.7*a;
}
vec2 or = rotate(o, angle);
// CUTOUT
// c += vec3(tan(s.x) - tan(s.y));
s.x /= sin((r.x)*sin(t)+p*.1);
s.y /= (sin(r.y)*sin(t)-p*.1);
// COLORS
c.g /= s.y+p;
c.g /= c.b;
// c.b += or.x-or.y;
c.b /= (cos(s.x*t)/sin(-s.x))*p;
// c.b *= tan(sin(p)+t);
// MASKING
d = vec3(abs(sin(o.x+t) + cos(o.y+a)));
d = clamp(d,0.0,1.0);
// c *= d;
// c -= d * 0.5;
// red-pink override
float slide = 0.9;
c.r = ((c.r * slide) + ((c.g + sin(c.b))*(1.-slide)))/2.;
// c.g = c.b - c.r;
c.r = clamp(c.r,0.0,1.0);
c.b = clamp(c.b,0.0,1.0);
c.g = clamp(c.g,0.0,1.0);
c = clamp(c,0.0,1.0);
c *= cscale;
gl_FragColor = vec4( c, 1.0 );
}