Spectral Terrain Grid
A wireframe terrain whose height is shaped by the live audio spectrum. The grid is coloured by frequency using HSV mapping — low frequencies appear red, high frequencies shift toward blue/violet. Domain-warped noise adds organic ridges that swell and twist with depth. This shader uses VS2’s built-in FFT texture and is only available for VS2.
Parameters
| Parameter | Label | Default | Range | Description |
|---|---|---|---|---|
camera |
Camera | 1.5 | 0–3 | Camera distance and height. |
rotation |
Rotation | 16.2 | 0–360 | Orbit angle around the terrain in degrees. |
tilt |
Tilt | 0.0 | -45–45 | Pitch angle of the camera in degrees. |
height |
Height | 1.3 | 0.1–2.5 | Vertical scale of the terrain. |
glow |
Glow | 0.4 | 0–1 | Halo spread around grid lines. |
fog |
Fog | 0.4 | 0–1 | Depth fog intensity. |
reactivity |
Audio Reactivity | 0.6 | 0–1 | How much the audio spectrum affects terrain height. |
Downloads
- spectral-terrain-grid.frag — VS2 version
This shader requires VS2’s built-in FFT texture and has no ISF version.
License
The shader source code is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). You can share and adapt the code for non-commercial purposes, as long as you credit the author and distribute contributions under the same license. Commercial redistribution of the source code requires permission.
Using the Output
The visual output produced by running these shaders is yours to use. VJ at a party, use it in a music video, project it at a festival — go for it. If you're making money from it, consider supporting my music at Mirlo, Subvert or Bandcamp.