#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 ); } #define sdist(p,s) (length(p)-s) #define STEPS 50. float map (vec3 pos) { float scene = 1000.; vec3 p = pos; scene = min(scene, sdist(p, 1.)); return scene; } #define repeat(p,s) (mod(p,s)-s/2.) void main(void) { vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv.x *= v2Resolution.x/v2Resolution.y; float shade = 1; //uv = repeat(uv, .5); uv.y -= mod(abs(uv.x/(0.2+ mod(fGlobalTime, 10))) *91 - uv.x*0.1, 1); uv.x *= 0.7; float heart = step(.4, length(uv)); shade = heart; float a = atan(uv.y, uv.x); float r = length(uv); uv = vec2(a,r); float v = 1.1; out_color = vec4(1.-shade, 0, 0,1.); out_color = mix(uv.y*vec4(0.457, 0.734, 0.276, 1), vec4(0.835, 0.457, 0.0345, 1), mix(vec4(1,1,1,1), vec4(0,0,0,0), out_color.r)); out_color *= vec4(1-(uv.x+0.5)); }