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Modifying GLSL shader files for the 2DScenes module

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Modifying GLSL shader files for the 2DScenes module

Post by Magic »

EDIT: In Magic 1.5, the 2DScenes module has been superseded by the GLSLShader module. However, the tutorial below remains relevant.
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When selecting different shader files for the 2DScenes module, you may notice that not all of the files connect to the X and Y parameters. In other words, changing the X and Y parameters has no effect on the graphics produced by some of the files.

In this post I'm going to try to demonstrate how to modify a file to make it connect to the X parameter so that the graphics can be dynamically linked to audio or MIDI. This is a bit of an "advanced" tutorial so bear with me.

I've gone to the GLSL Sandbox and chosen this file because I like how it looks and because I think it will be easy to modify:
http://glsl.heroku.com/e#18451.0

In case your browser doesn't support WebGL in the above link, this is what the shader looks like In Magic:
Image

To get the shader into Magic, I copied and pasted the entire text of the program into a file on my computer, which I called "testshader.txt".

Code: Select all

#ifdef GL_ES
precision mediump float;
#endif

// rakesh@picovico.com : www.picovico.com

uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;

const float fRadius = 0.2;

void main(void)
{
    vec2 uv = -1.0 + 2.0*gl_FragCoord.xy / resolution.xy;
    uv.x *=  resolution.x / resolution.y;
    
    vec3 color = vec3(0.0);

        // bubbles
    for( int i=0; i<64; i++ )
    {
            // bubble seeds
        float pha = tan(float(i)*6.+1.0)*0.5 + 0.5;
        float siz = pow( cos(float(i)*2.4+5.0)*0.5 + 0.5, 4.0 );
        float pox = cos(float(i)*3.55+4.1) * resolution.x / resolution.y;
        
            // buble size, position and color
        float rad = fRadius + sin(float(i))*0.12+0.08;
        vec2  pos = vec2( pox+sin(time/30.+pha+siz), -1.0-rad + (2.0+2.0*rad)
                         *mod(pha+0.1*(time/5.)*(0.2+0.8*siz),1.0)) * vec2(1.0, 1.0);
        float dis = length( uv - pos );
        vec3  col = mix( vec3(0.1, 0.2, 0.8), vec3(0.2,0.8,0.6), 0.5+0.5*sin(float(i)*sin(time*pox*0.03)+1.9));
        
            // render
        color += col.xyz *(1.- smoothstep( rad*(0.65+0.20*sin(pox*time)), rad, dis )) * (1.0 - cos(pox*time));
    }

    gl_FragColor = vec4(color,1.0);
}
You'll notice that, in the file, there is a line that says:

Code: Select all

const float fRadius = 0.2;
If you change that value, let's say to 0.05, and then you reload the shader file, you'll notice that the circles get smaller:

Code: Select all

const float fRadius = 0.05;
Image

What I'd like to do is make it so that I can control the radius of the circles dynamically with audio or MIDI in Magic.

For any shader program, Magic will automatically connect to the variable in the program called "mouse":

Code: Select all

uniform vec2 mouse;
Thus, the task at hand is to get rid of this line:

Code: Select all

const float fRadius = 0.2;
And replace any references to it with the mouse variable. Specifically in this case, I want to replace it with "mouse.x", since this will connect to the X parameter of the 2DScenes module.

Fortunately, in this program it's pretty easy. The only reference to fRadius is here:

Code: Select all

float rad = fRadius + sin(float(i))*0.12+0.08;
So all I have to do is make this change:

Code: Select all

float rad = mouse.x + sin(float(i))*0.12+0.08;
I'm also going to make one minor change because I don't want the radius to be influenced by anything other than the mouse value. So I'll delete everything else on that line:

Code: Select all

float rad = mouse.x;
And that's it! Reload the file in Magic, and now you can use the X param to set the radius:
Image

Here I've linked the X param to Volume. You can see that the radius is small because the Volume is very low at this moment:
Image

So, I hope that helps everyone out a bit. Here's the final modified code for the file. Notice that I've deleted the fRadius line entirely because it isn't needed.

Code: Select all

#ifdef GL_ES
precision mediump float;
#endif

// rakesh@picovico.com : www.picovico.com

uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;

void main(void)
{
    vec2 uv = -1.0 + 2.0*gl_FragCoord.xy / resolution.xy;
    uv.x *=  resolution.x / resolution.y;
    
    vec3 color = vec3(0.0);

        // bubbles
    for( int i=0; i<64; i++ )
    {
            // bubble seeds
        float pha = tan(float(i)*6.+1.0)*0.5 + 0.5;
        float siz = pow( cos(float(i)*2.4+5.0)*0.5 + 0.5, 4.0 );
        float pox = cos(float(i)*3.55+4.1) * resolution.x / resolution.y;
        
            // buble size, position and color
        float rad = mouse.x;
        vec2  pos = vec2( pox+sin(time/30.+pha+siz), -1.0-rad + (2.0+2.0*rad)
                         *mod(pha+0.1*(time/5.)*(0.2+0.8*siz),1.0)) * vec2(1.0, 1.0);
        float dis = length( uv - pos );
        vec3  col = mix( vec3(0.1, 0.2, 0.8), vec3(0.2,0.8,0.6), 0.5+0.5*sin(float(i)*sin

(time*pox*0.03)+1.9));
        
            // render
        color += col.xyz *(1.- smoothstep( rad*(0.65+0.20*sin(pox*time)), rad, dis )) * (1.0 - 

cos(pox*time));
    }

    gl_FragColor = vec4(color,1.0);
}
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