#version 410 core uniform float fGlobalTime; // in seconds uniform vec2 v2Resolution; // viewport resolution (in pixels) uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients uniform sampler1D texFFTIntegrated; // this is continually increasing uniform sampler2D texChecker; uniform sampler2D texKC; uniform sampler2D texNoise; uniform sampler2D texPegasus; uniform sampler2D texTex1; uniform sampler2D texTex2; uniform sampler2D texTex3; uniform sampler2D texTex4; layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything vec4 plas( vec2 v, float time ) { float c = 0.5 + sin( v.x * 10.0 ) + cos( sin( time + v.y ) * 20.0 ); return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .25, 1.0 ); } float coucoulecercle(vec2 uv, vec2 center, float r) { return length(uv - center) < r ? 1 : 0; } void main(void) { float nosewidth = 0.5; float noseheight = 0.1; float baser = 0.1; float dr = 0.1; float dt = 1.2; vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); float t = 1 - mod(pow(fGlobalTime, 2), dt) / dt; float r = baser + t * dr; vec4 bgcol = vec4(.0); vec4 forcol = vec4(1.0); float c = coucoulecercle(uv, vec2(-nosewidth * 0.5, noseheight), r) + coucoulecercle(uv, vec2(nosewidth * 0.5, noseheight), r); vec2 alttexuv = uv + dt * fGlobalTime * 0.5; forcol = texture(texNoise, alttexuv); float angle = atan(uv.x, uv.y) + mod(fGlobalTime, 3.1416); float anglecol = mod(angle, 1.0) < 0.5 ? 1 : 0; /* vec2 m; m.x = atan(uv.x / uv.y) / 3.14; m.y = 1 / length(uv) * .2; float d = m.y; float f = texture( texFFT, d ).r * 100; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 ); */ vec2 uvPegasus = uv * -0.5 + vec2(0.45, 0.5); bgcol = texture(texPegasus, uvPegasus); out_color = mix(bgcol, forcol, c); }