content/hifi-content/caitlyn/scratch/videoTexture.fs
2022-02-13 22:19:19 +01:00

76 lines
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2.2 KiB
GLSL

float noise(vec2 p)
{
float s = texture(iChannel1,vec2(1.,2.*cos(iGlobalTime))*iGlobalTime*8. + p*1.).x;
s *= s;
return s;
}
float onOff(float a, float b, float c)
{
return step(c, sin(iGlobalTime + a*cos(iGlobalTime*b)));
}
float ramp(float y, float start, float end)
{
float inside = step(start,y) - step(end,y);
float fact = (y-start)/(end-start)*inside;
return (1.-fact) * inside;
}
float stripes(vec2 uv)
{
float noi = noise(uv*vec2(0.5,1.) + vec2(1.,3.));
return ramp(mod(uv.y*4. + iGlobalTime/2.+sin(iGlobalTime + sin(iGlobalTime*0.63)),1.),0.5,0.6)*noi;
}
vec3 getVideo(vec2 uv)
{
vec2 look = uv;
float window = 1./(1.+20.*(look.y-mod(iGlobalTime/4.,1.))*(look.y-mod(iGlobalTime/4.,1.)));
look.x = look.x + sin(look.y*10. + iGlobalTime)/50.*onOff(4.,4.,.3)*(1.+cos(iGlobalTime*80.))*window;
float vShift = 0.4*onOff(2.,3.,.9)*(sin(iGlobalTime)*sin(iGlobalTime*20.) +
(0.5 + 0.1*sin(iGlobalTime*200.)*cos(iGlobalTime)));
look.y = mod(look.y + vShift, 1.);
vec3 video = vec3(texture(iChannel0,look));
return video;
}
vec2 screenDistort(vec2 uv)
{
uv -= vec2(.5,.5);
uv = uv*1.2*(1./1.2+2.*uv.x*uv.x*uv.y*uv.y);
uv += vec2(.5,.5);
return uv;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
uv = screenDistort(uv);
vec3 video = getVideo(uv);
float vigAmt = 3.+.3*sin(iGlobalTime + 5.*cos(iGlobalTime*5.));
float vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5));
video += stripes(uv);
video += noise(uv*2.)/2.;
video *= vignette;
video *= (12.+mod(uv.y*30.+iGlobalTime,1.))/13.;
fragColor = vec4(video,1.0);
}
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
vec2 position = _position.xz;
position += 0.5;
position.x += time * velocity.x;
position.y += time * velocity.y;
position.y = 1.0 - position.y;
vec4 pixelColor;
mainImage(pixelColor, position * iWorldScale.xz);
diffuse = pixelColor.rgb; // Return 0.0 and color in diffuse for a lit surface
specular = pixelColor.rgb; // or return 1.0 and color in specular for unlit surface.
return 1.0;
}