#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 #define smoo(p,r) smoothstep(r,r*1.01,p) #define time fGlobalTime #define repeat(p,r) (mod(p,r)-r/2.) void amod (inout vec2 p, float c) { float an = (3.14159*2.)/c; float a = atan(p.y,p.x)+an/2.; a = mod(a, an)-an/2.; p = vec2(cos(a),sin(a)) * length(p); } mat2 rot (float a){ float c = cos(a), s = sin(a); return mat2(c,-s,s,c); } 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 ppp = uv; vec2 uu = uv; float wave1 = smoothstep(-1.,.5,sin(time)); float wave2 = smoothstep(-1.,.1,sin(time*2.)); float wave3 = smoothstep(-1.,.0,sin(time/2.)); uv = mix(uv, vec2(atan(uv.y,uv.x), length(uv)), wave3); uv.x = mix(uv.x, abs(uv.x), wave1); uv.y = mix(uv.y, abs(uv.y), wave2); float t = length(uv) * 20. - time; vec3 color = vec3(.9)+vec3(.1)*cos(vec3(.1,.2,.3)*t); float d = length(uv); vec2 p = uv; p *= rot(time+d + sin(d*10.-time)*.1); amod(p, 8.); p.x -= .5; p.x = repeat(p.x - time * .5, .2); vec2 pp = p; p *= rot(time); float scale = 1. + .1 * sin(time * 16.); p *= scale; p.y += .05; p.x /= 1.5; p.y -= sqrt(abs(p.x)) * .25; float shape = smoo(length(p), .01+.1 * d); //shape *= smoo(abs(sin(pp.x*10.)), .02); shape = clamp(shape, 0.,1.); ppp.y += .05; ppp.x /= 1.5; ppp.y -= sqrt(abs(ppp.x)) * .45; shape = mix(1.-shape, shape, smoo(length(ppp), .2 + .1*sin(time*4.))); color = mix(vec3(1,0,0), color, shape); //color = mix(1.-color, color, smoo(length(ppp), .2 + .1*sin(time*4.))); float dust = 0.; for (float i = 10.; i >= 0.; --i) { float rr = i / 10.; float a = i * 5. + time; float r = i * .05; vec2 v = vec2(cos(a),sin(a))*r; dust += .002/abs(length(v-uu)-.1*rr+.1*sin(-time*4.+r*10.)); dust += .001/abs(sin(uu.y*10.+atan(uu.y,uu.x)*10.+time)+.2*sin(-time*4.+r*10.)); } color += dust; out_color = vec4(color, 1); }