#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 ); } 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 uv2 = uv; vec2 uv3 = uv; vec2 uv4 = uv; uv2.x += 0.25; uv3.x += 0.5; uv4.x += 0.5+fGlobalTime; uv2*=0.5; uv.y += (sin(uv.x+fGlobalTime/2)/3); uv2.y += (cos(uv.x+fGlobalTime/10)/3); uv3.y += (sin(uv.x+fGlobalTime/5)/3); uv.x -= fGlobalTime*2; uv2.x -= fGlobalTime/5; uv3.x -= fGlobalTime/10; uv4.y -= sin(uv4.x/5)*3; vec4 fractal1 = texture( texNoise, uv ); vec4 wood = texture( texTex3, uv4 ); uv2.x += fractal1.x; uv3.y += fractal1.x; vec2 m; m.x = atan(uv.x / uv.y) / 3.14; m.y = 1 / length(uv) * .2; vec2 m2; m2.x = atan(uv2.x / uv2.y) / 3.14; m2.y = 1 / length(uv2) * .2; vec4 fractal2 = texture( texNoise, uv ); vec4 fractal3 = texture( texNoise, uv2 ); fractal2.r += sin(fGlobalTime); fractal2.g += sin(fGlobalTime+0.5); out_color = sin((fractal1*fractal2*fractal3*100)-2)*(wood*3)+0.3; } // 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 );