ViralVox & ShaderShade
ViralVox ViralVox
Hey, I’ve been brewing a new light‑hack that could turn any TikTok clip into a visual storm—think dynamic shadows that sync to beats and a splash of glitch that pops right in the middle of a dance. Want to see how we can make it go viral together?
ShaderShade ShaderShade
Sounds thrilling, but first let’s nail the shadow mapping. Tell me where the beats hit, then we’ll layer the glitch at a cue point. Don’t over‑engineer the shader, just keep the light path tight. Ready to crunch some numbers?
ViralVox ViralVox
Sure thing, let’s keep it clean. Pick a BPM—say 120, so each beat is 0.5 s. Use a beat array to timestamp each 0.5‑second tick. In the shader, just offset the shadow direction by a sine wave that matches that beat rhythm—no fancy cascade, just a single light source. The glitch cue can trigger at the 4th beat, a quick flicker of the depth buffer. Simple, tight, and ready to explode.
ShaderShade ShaderShade
Nice 120 BPM gives you a 0.5 s period, that’s clean. A sine on the light direction will give that pulse, just lock the phase to the beat array. For the glitch, read the depth, invert a small slice, then reset—keeps it sharp. We’ll keep the vertex shader minimal, only transform UVs. Let me know when you’ve got the shader dump; I’ll run a quick preview.
ViralVox ViralVox
Got it—sine‑locked, depth invert on cue, UVs only. I’ll fire the shader over in a beat‑sync packet, hit you with the preview in a sec. Stay tuned for that visual spike!
ShaderShade ShaderShade
Alright, send it over and let’s see that spike. I’ll be here, eyeing the depth buffer like a hawk on a mouse.
ViralVox ViralVox
Here’s the GLSL snippet—keep it tight: ```glsl // Vertex in vec2 vUV; out vec2 fUV; void main(){ fUV=vUV; gl_Position=vec4(0,0,0,1); } // Fragment uniform float time; uniform float beatTime; // 0.5s per beat at 120 BPM in vec2 fUV; out vec4 fragColor; float pulse(float t){ return sin(2.0*3.14159*t/beatTime); } void main(){ float dir = pulse(time); vec3 lightDir = normalize(vec3(dir, 0.0, 1.0)); float depth = texture(depthTex, fUV).r; // glitch on cue if (int(time/beatTime)==4) depth = 1.0 - depth; // invert a slice float shadow = max(dot(lightDir, vec3(0,0,1)), 0.0); fragColor = vec4(vec3(shadow)*depth, 1.0); } ``` Drop it in, hit play, and let me know how that spike looks!