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Raijin Realm
An audio-reactive piece made to obtain horizontal lightning bolts through some simple vertical offset iterations disturbed by noise, with simplex-noise clouds as background and some light shafts (God rays) post-processing effects.
Created by marcogomez on Wed, 10 Nov 2021 11:37:52 GMT.
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; #define audioreactive uniform sampler2D prgm4Texture; uniform sampler2D prgm3Texture; uniform vec2 resolution; out vec4 fragColor; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 tex = texture(prgm4Texture, uv); fragColor = tex; }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform vec2 resolution; uniform float time; uniform float audiotime; uniform float fft; uniform float fftLow; uniform float fftHigh; uniform float fftLowNormalized; uniform float fftMidNormalized; uniform float fftHighNormalized; out vec4 fragColor; const float BPM = 120.0; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float bgWaveSpeed = 2.0; const float xDistMag = 0.05; const float yDistMag = 0.05; const float xSineCycles = TAU; const float ySineCycles = TAU; const float ttp = 1.0 / 3.0; const float ssp = 1.0 / 6.0; const float seventh = 1.0 / 7.0; const float cloudDensity = 1.2; const float noisiness = 0.7; const float speed = 0.1; const float cloudHeight = 1.5; float osc(float s, float e, float t, float ts) { return (e - s) * 0.5 + s + sin(t * ts) * (e - s) * 0.5; } float hashA(float x) { vec2 n = vec2(x * 0.99, x * 1.01); return fract(52.982919 * fract(dot(vec2(0.06711, 0.00584), n))); } float hashB(float x) { vec2 n = vec2(x * 1.01, x * 0.99); n = fract(n * vec2(5.3987, 5.4421)); n += dot(n.yx, n.xy + vec2(21.5351, 14.3137)); float xy = n.x * n.y; return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0; } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(TAU))) * (exp(-(((z - u) * (z - u)) / (2.0 * (o * o))))) ); } vec3 hue(vec3 col, float a) { const vec3 k = vec3(0.57735, 0.57735, 0.57735); float c = cos(a); return col * c + cross(k, col) * sin(a) + k * dot(k, col) * (1.0 - c); } vec3 gaussgrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float seed = dot(uv, vec2(12.9898, 78.233)); float noise = fract(sin(seed) * 43758.5453123 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } float noise(float x) { float f = fract(x); float hashCA = hashA(floor(x)); float hashCB = hashA(floor(x) + 1.0); float noiseC = mix(hashCA, hashCB, f); float hashFA = hashB(floor(x)); float hashFB= hashB(floor(x) + 1.0); float noiseF = mix(hashFA, hashFB, f); float n = mix(noiseC, noiseF, 0.5); return n; } vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(ssp, ttp); const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); vec3 i = floor(v + dot(v, C.yyy)); vec3 x0 = v - i + dot(i, C.xxx); vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min(g.xyz, l.zxy); vec3 i2 = max(g.xyz, l.zxy); vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; vec3 x3 = x0 - D.yyy; i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0) ) + i.y + vec4(0.0, i1.y, i2.y, 1.0) ) + i.x + vec4(0.0, i1.x, i2.x, 1.0) ); float n_ = seventh; vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_); vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4(x.xy, y.xy); vec4 b1 = vec4(x.zw, y.zw); vec4 s0 = floor(b0) * 2.0 + 1.0; vec4 s1 = floor(b1) * 2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; vec3 p0 = vec3(a0.xy, h.x); vec3 p1 = vec3(a0.zw, h.y); vec3 p2 = vec3(a1.xy, h.z); vec3 p3 = vec3(a1.zw, h.w); vec4 norm = taylorInvSqrt( vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)) ); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; vec4 m = max( 0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0 ); m = m * m; return (42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)))); } const float maximum = ( 1.0 / 1.0 + 1.0 / 2.0 + 1.0 / 3.0 + 1.0 / 4.0 + 1.0 / 5.0 + 1.0 / 6.0 + 1.0 / 7.0 + 1.0 / 8.0 ); float fbm(vec3 uv) { float sum = 0.0; for (int i = 0; i < 8; ++i) { float f = float(i + 1); sum += snoise(uv * f + fftLow * 0.1) / f; } return sum / maximum; } float gradient(vec2 uv) { return (1.0 - uv.y * uv.y * cloudHeight); } void main(void) { float t = time * 0.5 + 5.0; float minRes = min (resolution.x, resolution.y); vec2 fc = gl_FragCoord.xy / minRes; float wt = time * bgWaveSpeed; float xAngle = wt + fc.y * ySineCycles; float yAngle = wt + fc.x * xSineCycles; bool bxHalf, byHalf; vec2 distortOffset = vec2(sin(xAngle), sin(yAngle)) * vec2(xDistMag, yDistMag); float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec2 uv = (2.0 * gl_FragCoord.xy - resolution.xy) / resolution.y; float fn = fftHighNormalized * 1.5; float boltsAmount = round(9.0 + fn); float threshold = (sqrt(fn * fn * fn) * 1.5) * fftMidNormalized + fft; uv *= 1.0 + smoothstep(0.0, fftLowNormalized * 0.35, threshold); uv *= (0.95 + fft * 0.3 - fftLow * fftLow * 0.1); vec3 col = mix( vec3(0.00, 0.05, 0.10), vec3(0.01, 0.02, 0.07), 1.0 - length(uv * 0.25) ) + gaussgrain(frameTime) * 0.1; float t1 = 21.0; float t2 = 42.6; float t3 = 64.0; float t4 = 85.6; float t5 = 132.0; float t6 = 176.0; if (audiotime >= t1 && audiotime <= t2) { col = hue(col, 3.0) * 1.2; } else if (audiotime > t2 && audiotime <= t3) { uv *= 1.0 - fftHigh * 0.7; } else if (audiotime > t3 && audiotime <= t4) { uv *= 1.0 - fftHigh * 0.2; col = hue(col, audiotime + fftHigh * 4.0); } else if (audiotime > t4 && audiotime <= t5) { distortOffset *= 1.5 * (1.0 + fftHigh * 1.5); col *= 0.0; } else if (audiotime > t5 && audiotime < t6) { uv *= 1.0 - fftHigh * 0.42; col = hue(col, audiotime + fftHigh * 8.0) * 0.5; } col += vec3(2.0 - length(uv) - 0.5) / 5.0; col *= 0.5; vec3 p = vec3(vec2(uv.x, uv.y - t * 0.3), time * speed); vec3 offset = vec3(0.1, 0.3, 0.2); vec2 duv = vec2(fbm(p), fbm(p + offset)) * noisiness; duv += distortOffset * (0.5 + fftLow * fftLow * 8.0); float q = gradient(uv + duv) * cloudDensity; col *= vec3(q) * (1.1 + fftLowNormalized * 0.4); float off, y, f; for (float i = 0.0; i < boltsAmount; i++) { off = (fract(t * (1.0 + (boltsAmount - i) / boltsAmount * 0.5) + i / 7.0 + i / 8.0) * 0.13 - 0.13 / 2.0); off *= 1.25; y = off * 2.0 + (1.0 - uv.x * uv.x) * off; float rnd = hashB(floor(t * 3.0 + i)); y += sin(uv.x * 1.6 + (t) * (3.0) + rnd * 3.5 + i * 80.0) / 3.0; rnd = hashB(floor(t * 2.0)); y += (noise(uv.x * 6.0 + t * 1.0 + rnd * (10.5 + i * 8.0)) / 5.0); y = mix(y, 0.0, abs(uv.x / 2.0) / 1.2); y *= 1.0 + fftLowNormalized * fftLowNormalized; float exponent = 16.0 + (fftHighNormalized * 2.0); float f = pow(abs(0.91 - smoothstep(0.02, 0.75, pow(abs(y - uv.y), 0.5))), exponent); vec3 c = mix(vec3(1.0), vec3(1.3, 1.9, 4.0), 0.01 + fftHighNormalized * 5.0); col = clamp(mix(col, c, clamp(f, 0.0, 1.0)), 0.0, 1.0); } float highThreshold = smoothstep(0.0, 0.5, fftHigh); if ( audiotime > t5 && audiotime <= t5 + 0.5 || audiotime > t4 - 0.6 && audiotime < t4 + 0.4 ) { col *= fftHigh; } fragColor = vec4(clamp(mix(col, col * col, 0.5 - clamp(highThreshold, 0.0, 0.5)), 0.0, 1.0), 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; uniform float fft; out vec4 fragColor; #define inputTexture prgm1Texture const float PI = acos(-1.0); const float TAU = PI * 2.0; const float h = 0.003; const float v = 0.005; const float g = 0.05; float stepm(float a, float b, float c) { return step(c, sin(time + a * cos(time * b))); } vec3 badVHS(vec2 uv, sampler2D tex) { float tmod = mod(time * 0.25, 3.0); float lookyMod = uv.y - tmod; float window = 1.0 / (1.0 + 20.0 * lookyMod * lookyMod); float lookyStep = stepm(4.0, 4.0, 0.3) * 0.5; uv.x = uv.x + sin(uv.y * 10.0 + time) / 100.0 * lookyStep * (1.0 + cos(time * 80.0)) * window * 0.25; float vShift = v * stepm(2.0, 3.0, 0.9) * (sin(time) * sin(time * 20.0) + (0.5 + 0.1 * sin(time * 200.0) * cos(time))); uv.y = mod(uv.y + vShift, 5.0); vec3 desatColor; float _r, _g, _b; float x = sin(0.3 * time + uv.y * 21.0) * sin(0.7 * time + uv.y * 29.0) * sin(0.3 + 0.33 * time + uv.y * 31.0) * h; _r = texture(tex, vec2(x + uv.x + 0.001, uv.y + 0.001)).x + 0.007; _g = texture(tex, vec2(x + uv.x + 0.000, uv.y - 0.002)).y + 0.007; _b = texture(tex, vec2(x + uv.x - 0.002, uv.y + 0.000)).z + 0.007; _r += 0.08 * texture(tex, 0.75 * vec2(x + 0.012, -0.013) + vec2(uv.x + 0.001, uv.y + 0.001)).x; _g += 0.05 * texture(tex, 0.75 * vec2(x + -0.011, -0.010) + vec2(uv.x + 0.000, uv.y - 0.002)).y; _b += 0.08 * texture(tex, 0.75 * vec2(x + -0.010, -0.009) + vec2(uv.x - 0.002, uv.y + 0.000)).z; float _luma = 0.3 * _r + 0.6 * _g + 0.1 * _b; float _desat = 0.3; desatColor = vec3( _r + _desat * (_luma - _r), _g + _desat * (_luma - _g), _b + _desat * (_luma - _b) ); desatColor = clamp(desatColor, 0.0, 1.0); return desatColor; } float oscillate(float s, float e, float t) { return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5; } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(TAU))) * (exp(-(((z - u) * (z - u)) / (2.0 * (o * o))))) ); } vec3 gaussgrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float seed = dot(uv, vec2(12.9898, 78.233)); float noise = fract(sin(seed) * 43758.5453123 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec3 grain = gaussgrain(frameTime); vec3 vhsCol = badVHS(uv, inputTexture) + (grain * grain) * g; float vig = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y)); vhsCol *= vec3(pow(abs(vig), 0.5)); float scans = clamp(0.35 + 0.35 * sin(3.5 * time + uv.y * resolution.y * 1.5), 0.0, 1.0); float s = pow(scans, 1.33); vhsCol = vhsCol * vec3(1.4 + 1.7 * s); if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { vhsCol *= 0.0; } vhsCol *= 1.0 - 0.37 * vec3(clamp((mod(gl_FragCoord.x, 2.0) - 1.0) * 2.0, 0.0, 1.0)); fragColor = vec4(vhsCol, 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; uniform int frame; uniform float fftHighNormalized; out vec4 fragColor; #define inputTexture prgm1Texture vec3 hash33(vec3 p3) { p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yxz + 19.19); return fract((p3.xxy + p3.yxx) * p3.zyx); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 tex = texture(inputTexture, uv); vec4 col = tex; float w = 0.1; vec2 a = vec2(uv.x - 0.5, uv.y - 0.66); vec2 b = a * 0.15 / float(10.0); vec3 h = hash33(vec3(gl_FragCoord.xy, frame)); uv += b * h.x; for (float i = 1.0; i > 0.9; i-= 0.000625) { uv -= 0.5; uv *= i; uv += 0.5; col += texture(inputTexture, uv) * w * (1.25 + fftHighNormalized * 0.85); w *= 0.98; } col *= 0.9; fragColor = mix(tex, col, 0.5); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D noiseTexture; uniform sampler2D prgm2Texture; uniform sampler2D prgm3Texture; uniform vec2 resolution; uniform float time; uniform float fft; out vec4 fragColor; const float amount = 1.0; const float saturation = 0.8; const vec2 vignetteSize = vec2(0.25, 0.25); const float vignetteRoundness = 0.12; const float vignetteMix = 1.0; const float vignetteSmoothness = 0.42; const float W = 1.2; const float T = 7.5; vec4 rgbShift(vec2 p , vec4 shift) { shift *= 2.0 * shift.w - 1.0; vec2 rs = vec2(shift.x, -shift.y); vec2 gs = vec2(shift.y, -shift.z); vec2 bs = vec2(shift.z, -shift.x); float r = texture(prgm2Texture, p + rs, 0.0).x; float g = texture(prgm2Texture, p + gs, 0.0).y; float b = texture(prgm2Texture, p + bs, 0.0).z; return vec4(r,g,b,1.0); } vec4 noise(vec2 uv) { return texture(noiseTexture, uv, 0.0); } vec4 vec4pow(vec4 v, float p) { return vec4( pow(v.x, p), pow(v.y, p), pow(v.z, p), v.w ); } float filmicReinhardCurve(float x) { float q = (T * T + 1.0) * x * x; return q / (q + x + T * T); } vec3 filmicReinhard(vec3 c) { float w = filmicReinhardCurve(W); return vec3( filmicReinhardCurve(c.r), filmicReinhardCurve(c.g), filmicReinhardCurve(c.b) ) / w; } vec3 contrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } float sdSquare(vec2 point, float width) { vec2 d = abs(point) - width; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } float vignette(vec2 uv, vec2 size, float roundness, float smoothness) { uv -= 0.5; float minWidth = min(size.x, size.y); uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0); uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0); float boxSize = minWidth * (1.0 - roundness); float dist = sdSquare(uv, boxSize) - (minWidth * roundness); return 1.0 - smoothstep(0.0, smoothness, dist); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mo = uv * 2.0 - 1.0; mo *= 0.1; float reinhardAmount = 0.4 + fft * 0.6; float contrast = 1.0 + fft * 0.25; float brightness = 1.0 + fft; vec3 chromaticAberration; chromaticAberration.r = texture(prgm2Texture, uv - mo * 0.05, 0.0).r; chromaticAberration.g = texture(prgm2Texture, uv - mo * 0.15, 0.0).g; chromaticAberration.b = texture(prgm2Texture, uv - mo * 0.25, 0.0).b; vec4 texA = vec4(vec3(0.0), 1.0); texA.xyz = mix(texA.xyz, chromaticAberration, 0.3); const float speed = 0.005; const float amplitude = 0.025; vec4 shift = vec4pow( noise( vec2(speed * time, speed * time / 25.0 ) ), 8.0 ) * vec4(vec3(amplitude), 1.0); vec4 shiftB = vec4pow( noise( vec2(speed * time * 1.5, speed * time * 1.5 / 25.0 ) ), 8.0 ) * vec4(vec3(amplitude), 1.0); texA += rgbShift(uv, shift); texA += rgbShift(uv, shiftB); vec4 texB = texture(prgm3Texture, uv); vec4 tex = mix(texA, texB, 0.25); tex = mix(tex, tex * tex, 0.5); vec3 reinhard = filmicReinhard(tex.rgb); vec3 color = tex.rgb; color = mix(color, reinhard, reinhardAmount); color = contrastSaturationBrightness(color, brightness, saturation, contrast); float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness); vec3 vig = color * v; color = mix(color, vig, vignetteMix); color = mix(tex.xyz, color, amount); color = clamp(color, 0.0, 1.0); fragColor = vec4(color, 1.0); }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm4Texture;
uniform sampler2D prgm3Texture;
uniform vec2 resolution;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 tex = texture(prgm4Texture, uv);
fragColor = tex;
}
104 fps 15ms
00:00:00.31
0.00