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Create polar_audio.frag
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algroznykh committed May 16, 2021
1 parent 04078c2 commit 2d7355a
Showing 1 changed file with 145 additions and 0 deletions.
145 changes: 145 additions & 0 deletions polar_audio.frag
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#define N_HIDDEN 24

vec4 bufA[N_HIDDEN/4];
vec4 bufB[N_HIDDEN/2];


mat3 laplace = mat3(0, 1, 0,
1, -4, 1,
0, 1, 0) / 8.;

mat3 sobelX = mat3(-1, 0, 1,
-2, 0, 2,
-1, 0, 1) / 8.;
mat3 sobelY = mat3(-1, -2, -1,
0, 0, 0,
1, 2, 1) / 8.;

mat3 identity = mat3(1, 0, 0,
0, 1, 0,
0, 0, 1) / 8.;




vec4 conv(vec2 p, mat3 filter) {
vec4 l = vec4(0.);
for (int y=0; y<3; y++)
for (int x = 0; x < 3; x++) {

// p *= vec2(1.1, 1.);
// p += vec2(-.05, 0.);
l += filter[x][y] * texture2D(channel0, p + vec2(x - 1, y - 1) / resolution ) ;






}
return l;
}

mat2 rot(float phi) {
return mat2(cos(phi), -sin(phi), sin(phi), cos(phi));
}

float circle(vec2 p, float r) {
return length(p) - r;

}

void main () {

vec2 uv = uv();


float grid = step(.5, step(.96, fract(uvN().x * 40.)));
grid += step(.5, step(.96, fract(uvN().y * 20.)));



// vec3 color = vec3(0.0);

float c0 = circle((uv ) * vec2(1., 1.), .9);

float c1 = circle((uv ) * vec2(1., 1.), .89);

float c2 = circle((uv ) * vec2(1., 1.), .88);


vec3 color = c2 > 0.? grid * purple: vec3(0.);
color = vec3(0.);

color += step(.0, - sin(max(c0, -c1) ) ) * vec3(1, 0, 0);
color += step(.0, - sin(max(c1, -c2) )) * vec3(0, 0, 1);

// color = vec3(0.);
// color += feed.xyz;

// vec4 back = texture2D(backbuffer, uv) * 0.;

// vec4 sound = texture2D(channel1, uv() + 2.);


// vec4 c = conv(clamp(uvN(), 0.18, .8) * vec2(.6, .8) + vec2(.2, .1 ), laplace) * 1.;
// color = vec3(0.);


//vout =vec4(c) * vec4(1, 0, 1, 1) + vec4(color, 1.);

vec4 vout = vec4(color, 1.); //
// vout += vec4(0., 1., 0., 1.) * texture2D(channel1, clamp(uvN() + vec2(.5, .5), .1, .8));
// vout += texture2D(backbuffer, clamp(uvN(), .11, .88)) * .9 * vec4(0, 1,0,1);
// vec2 uvc = vec2(uvN().x * .3 + .35, uvN().y * .57 + .18);
vec2 uvc = vec2(uvN());
// uvc = (uv*rot(-.015) / vec2(3.2, 2.) + vec2(.5)) * vec2(.76, .57) + vec2(0.12, .18);
// uvc = (uv*rot(.008) / vec2(2.99, 1.86) + vec2(.5)) * vec2(.776, .58) + vec2(0.115, .19);




// vout += c2 < 0.? conv(uvc, sobelX) *4.3 * vec4(.5, 0, .5, 1) : vec4(0.);
// vout += c2 < 0.? conv(uvc, sobelY) *4.3 * vec4(.5, 0, .5, 1) : vec4(0.);

// vout += c2 > 0.? texture2D(channel0, uvc) * .3 : vec4(0.);


vec4 inside = vec4(0.);


vec2 uvi = uvN() + vec2(0., .5) ;

float pixel_angle = atan(uv.x ,uv.y) + acos(-1.);
float pixel_distance = length(uvi) * 2. ;

vec2 st = vec2(pixel_angle , pixel_distance);//pixel_angle

st.x /= 12.;

// inside = texture2D(channel0, st );

inside = conv(st, laplace) * 10.;

vout += c2 < 0.? inside : vec4(0.);


gl_FragColor = vout ;

// vec4 debug = texture2D(channel0, uvN());
// gl_FragColor = debug;



// gl_FragColor = vec4(st.x / acos(-1.) * 2. );










}

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