#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 float sce(vec3 p) { float a = fGlobalTime; p.y -= p.z; p.x += p.z; p.z -= fGlobalTime/350.; p.yz *= mat2(cos(a*2), -sin(a*2), sin(a*2), cos(a*2)); p.xz *= mat2(cos(a), -sin(a), sin(a), cos(a)); p.xy *= mat2(cos(a), -sin(a), sin(a), cos(a)); p = mod(p,3)-1.5; p.z += floor(sin(p.y*20.)/5.); p.z += floor(sin(p.x*20.)/5.); return length(p)-1; } float tra(vec3 o, vec3 d) { float t = 2.; for (int i=0;i<128;i++) { t += sce(o+d*t)*0.25; } return t; } 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 uvorig = uv; vec4 noise = texture(texNoise,uvorig); vec4 disto = texture(texTex3,uvorig); uv.x += fGlobalTime/50000.; uv.y += fGlobalTime/50000.; uv += noise.r /5.; uv += disto.r /40.; float color = tra(vec3(0.,0.,-1+fGlobalTime/250.),normalize(vec3(uv*6.,1.0))); float fog = 1/(1+color*color-1.0); out_color = vec4(vec3(color*fog),1.0); out_color += vec4(sin(uv.x),sin(uv.y),abs(sin(fGlobalTime)),1.0); }