#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 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 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 bass() { float b = 0; for (int i=0; i<8; ++i) { b = max(b,texelFetch(texFFTIntegrated,i,0).x); } return b; } 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); vec2 origuv = uv; float time = bass()+(fGlobalTime/10); uv.y += (sin(uv.x*5+time))/10-(uv.x); origuv.x += time/10; vec4 theNoise= texture(texNoise,origuv); uv.y += (theNoise.r)/5; uv.x = abs(uv.x); uv.y = abs(uv.y); vec2 m; m.x = atan(uv.x / uv.y) / 3.14; m.y = 1 / length(uv) * .2; m.y += time + (fGlobalTime/10); m.x += ((fGlobalTime/30)*sin(m.y/100)); float d = m.y; float ratio = (sin((m.x*50)+time*(-10))/sin(m.y*50))*500; // out_color = theNoise; out_color = vec4(ratio); // out_color = f + t; } // 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 );