FreeVJ / Biblioteca de loops / Textura
Polyhaven Herringbone Brick
Herringbone Brick
Código GLSL
// Collected texture (tex@1) shared shader — zooms, orbits (seamless over 16 beats) and noise-warps a luma texture.
// uParams: x=zoom y=drift z=warp w=opacity.
vec2 prim(vec2 uv) {
vec2 p = (uv - 0.5) * vec2(uResolution.x / uResolution.y, 1.0) / uParams.x + 0.5;
float t = uBeat * TAU / 16.0;
p += vec2(cos(t), sin(t)) * uParams.y * 0.1;
p += (vec2(vnoise(p * 3.0 + vec2(sin(t), cos(t))), vnoise(p * 3.0 + 7.1 + vec2(cos(t), sin(t)))) - 0.5) * uParams.z * (0.04 + uMid * 0.08);
vec2 m = abs(mod(p, 2.0) - 1.0);
float l = texture(uTex, 1.0 - m).r;
l = pow(l, mix(1.6, 0.8, uEnergy));
return vec2(l, l * uParams.w);
}
Una única función vec2 prim(vec2 uv) que usa el contrato de uniforms común (uBeat · uBass · uKick…). Solo devuelve luma y alfa.
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