Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Audio Reactive Shader: vortex.fs #448

Draft
wants to merge 6 commits into
base: main
Choose a base branch
from
Draft

Audio Reactive Shader: vortex.fs #448

wants to merge 6 commits into from

Conversation

andrewlook
Copy link
Collaborator

This shader is based on a fractionalized polar coordinate space, and shifts between rhombus and triangle SDF's.

I used a couple of params to experiment with using a mouse while I developed, norm_x (which I connected to trebleRatio divided by volumeRatio, modulated by wow1) and norm_y (which I connected to bassRatio over volumeRatio, modulated by wow2).

Here's a rough monochromatic view of those two parameters oscillating when I was editing the shader in VSCode, before importing into the TE codebase:

Screen Cast 2024-02-20 at 3 06 07 PM

Now I'm still tweaking the audio reactivity and parameter ranges - it seems to me like when the sound maxes out, the car goes totally solid - so I'm going to play a bit with which audio variables to use to make it reactive. Also I have some refactoring to do here, cleaning out dead code etc.

@andrewlook andrewlook force-pushed the look/vortex branch 2 times, most recently from c6897bd to 993502d Compare April 6, 2024 17:53
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant