#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 vec2 rotate(vec2 p, float a) { float c = cos(a); float s = sin(a); return mat2(c, s, -s, c) * p; } float circle(vec2 uv, float r, float w, float f, float speed) { float a = atan(uv.y, uv.x) + fGlobalTime * speed; float d = length(uv); float e = step(mod(a * f, 6.2832), 0.4); return e * smoothstep(r, r + 0.01, d) * smoothstep(r + w, r + w - 0.01, d); } vec3 plop(vec2 uv) { return dot(uv, vec2(0.707, 0.707)) * vec3(cos(uv.x), cos(uv.y), sin(uv.x)); } void main(void) { vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); float s = circle(uv, 0.3, 0.05, 40.0, 0.3); s += circle(uv, 0.2, 0.01, 10.0, 1.0 + texture(texFFT, 0.001).r * 100.0); for (int i = 0; i < 10; i++) { s += circle(uv, 0.4 + 0.04 * float(i), 0.02, float(i), float(i) * 0.01); } uv.y += sin(uv.x + fGlobalTime * 0.4) * 0.1; s += circle(uv, 0.04, 0.5, 3.0, 0.3); for (int i = 0; i < 5; i++) { s += clamp(length(uv - vec2(sin(uv.y * 100.0 + fGlobalTime * 4.0), uv.y)), 0.0, 0.1); } uv = abs(uv); for (int i = 0; i < 20; i++) { s += 0.2 * (1.0 - step(0.9, abs((uv.y + float(i) * 0.2) * 20.0 - 10.0 - sin(uv.x * 10.0 + fGlobalTime * 2.0)))); } vec3 color = vec3(s) + plop(uv); color = color / (color + 1.0); color += texture(texPegasus, uv * 0.5 + 0.5).rgb * 0.4 * circle(uv, 0.2, 0.4, 2.0, 0.2); color = pow(color, vec3(1.0 / 2.2)); color *= pow(color, vec3(length(uv * 20.0))); out_color = vec4(color, 1.0); }