#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 texNogozon; uniform sampler2D texNoise; 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; } 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 beat = exp(-fract(fGlobalTime) * 7.0); uv *= pow(length(uv), sin(fGlobalTime) * 2.0 + 1.2); uv.x += sin(uv.y * 540.0) * beat * 0.1; uv = rotate(uv, fGlobalTime * 0.2); vec3 color = vec3(0.0); for (int i = 0; i < 200; i++) { float r = fract(sin(i * 1.478946)); vec2 pos = vec2(cos(i + fGlobalTime * 0.8 * r), sin(i + fGlobalTime * 2.0)) * r; float d = smoothstep(0.04 * r, 0.0, length(pos - uv)) - smoothstep(0.01 * r, 0.0, length(pos - uv)); color += d * vec3(1.0, r * 0.2, 0.0) * 10.0; } float b = pow(dot(normalize(abs(uv)), abs(vec2(cos(fGlobalTime), sin(fGlobalTime)))), 1040.0); color += clamp(b, 0.0, 1.0) * vec3(0.4, 0.8, 0.0) * 10.0; color += texture(texNogozon, (uv + vec2(fGlobalTime * 0.1)) * 1.4).rgb * 0.02; color *= beat * (1.0 - length(uv) * 0.4); color = color / (1.0 + color); color = pow(color, vec3(1.0 / 2.2)); out_color = vec4(color, 1.0); }