-+Y
sr = 22000
kr = 110
ksmps = 200
nchnls = 1
GLfps 30, .5
GLpanel "OpenGL panel", 512, 512
GLpanel_end
FLrun
#include "OpenGL.h"
gi1 ftgen 1,0,256,19,1,1,0,1
gi10 ftgen 10,0,256,10,1
giTex1 GLloadTexture "moebius.png", $PNG_ALPHA,$GL_REPEAT
giTex2 GLloadTexture "fractal9.png", $PNG_ALPHA,$GL_REPEAT
giTex3 GLloadTexture "fractal2.png", $PNG_ALPHA,$GL_REPEAT
giTex4 GLloadTexture "fractal13.png", $PNG_ALPHA,$GL_REPEAT
giTex5 GLloadTexture "fractal14.png", $PNG_ALPHA,$GL_REPEAT
giTex6 GLloadTexture "fractal15b.png",$PNG_ALPHA,$GL_REPEAT
giTex7 GLloadTexture "fractal12.png", $PNG_ALPHA,$GL_REPEAT
glBlendFunc $GL_SRC_ALPHA, $GL_ONE_MINUS_SRC_ALPHA
GLinsert_i $GL_INIT
glMatrixMode $GL_PROJECTION
glLoadIdentity
gluPerspective 45,.1,10
glMatrixMode $GL_MODELVIEW
glLoadIdentity
glClearColor 0,0,.2,1
glEnable $GL_DEPTH_TEST
glEnable $GL_TEXTURE_2D
glEnable $GL_LIGHT0
glEnable $GL_COLOR_MATERIAL
glEnable $GL_NORMALIZE
glMaterial $GL_SPECULAR, .8,.8,0,1
GLshininess 3
; glShadeModel $GL_FLAT
GLinsert_i $GL_NOT_VALID
glClear $GL_COLOR_BUFFER_BIT + $GL_DEPTH_BUFFER_BIT
GLinsert_i 1
;///////////////////////////////////////////////////
instr 1
;///////////////////////////////////////////////////
;k1 oscili 1,.02,1,.75
;k2 oscili 1,.013456,1
k3 GLoscili 2,600.1231,1
k3b GLoscili 2,721.1234,1,.25
k4 GLoscili 1,823.2341,1
k4b GLoscili 1,752.234,1,.25
k1 GLphasor 500
k2 GLphasor 500
k_ = k4*7
if k_ < 1 kgoto then1
if k_ < 2 kgoto then2
if k_ < 3 kgoto then3
if k_ < 4 kgoto then4
if k_ < 5 kgoto then5
if k_ < 6 kgoto then6
kTex1 = giTex6
kTex2 = giTex5
kBool = $GL_TRUE
kgoto endif
then1:
kTex1 = giTex1
kTex2 = giTex4
kBool = $GL_FALSE
kgoto endif
then2:
kTex1 = giTex2
kTex2 = giTex3
kbool = $GL_TRUE
kgoto endif
then3:
kTex1 = giTex3
kTex2 = giTex2
kBool = $GL_TRUE
kgoto endif
then4:
kTex1 = giTex7
kTex2 = giTex1
kbool = $GL_FALSE
kgoto endif
then5:
kTex1 = giTex4
kTex2 = giTex6
kbool = $GL_TRUE
kgoto endif
then6:
kTex1 = giTex5
kTex2 = giTex7
kBool = $GL_TRUE
endif:
glLoadIdentity
k1 GLmul k1,360
k2 GLmul k2,360
glRotate k2,1,1,0
glRotate k1,1,0,0
glRotate k1,0,0,1
glDisable $GL_LIGHTING
glDisable $GL_BLEND
glDisable $GL_CULL_FACE
k4_ GLsub k4, .8
k3_ GLsub k3, .8
k3b_ GLsub k3b, .8
glColor k4_,k3_,k3b_,1
glBindTexture kTex2
k1_k4b GLsub 1,k4b
k1_k4 GLsub 1,k4
; GLtexCube 3, 0+k4,1-k4b, 1-k4,1-k4b, 1-k4,0+k4b, k4+0,k4b+0
GLtexCube 3, k4,k1_k4b, k1_k4,k1_k4b, k1_k4,k4b, k4,k4b
glLoadIdentity
glPushMatrix
glLoadIdentity
glTranslate 0,0,-1
glRotate k1,1,1,0
glRotate k2,1,0,0
glRotate k2,0,0,1
GLif t(kbool)
glEnable $GL_BLEND
GLelse
glDisable $GL_BLEND
GLend_if
glEnable $GL_LIGHTING
glEnable $GL_CULL_FACE
k5pK3 GLsum .5, k3
k5pK4 GLsum .5, k4
k5pK3b GLsum .5, k3b
glColor k5pK3,k5pK4,k5pK3b,1
glBindTexture kTex1
k1_k3b GLsub 1, k3b
k1_k3 GLsub 1, k3
k_ GLmul k4b, .2
k_ GLsum k_, .2
; glScale k_, k_, k_
GLtexCube k_, k3, k1_k3b, k1_k3, k1_k3b, k1_k3,k3b, k3,k3b
; GLtexCube .2, 0+k3,1-k3b, 1-k3,1-k3b, 1-k3,0+k3b, k3+0,k3b+0
glPopMatrix
GLinsert 1.1
k1 randomh 50, 2000, 5
a1 oscili 10000,k1,1
out a1
endin
i1 0 3600 1