#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 vec2 rotate(vec2 uv, float angle) { float c = cos(angle); float s = sin(angle); return mat2(c, s, -s, c) * uv; } float tile2(vec2 uv) { uv.x += cos(fGlobalTime); //uv.y += sin(fGlobalTime); return step(0.5, length(uv)); } float tile(vec2 uv) { return step(-0.4, uv.x + uv.y) * step(uv.x + uv.y, 0.4); } float hash(vec2 uv) { return fract(sin(dot(uv, vec2(12.578, 3.541)) * 577.4357)); } 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); float pulse = exp(-fract(fGlobalTime) * 20.0); uv.x += sin(uv.y * 500.0) * 0.4 * pulse; vec3 color = mix(vec3(0.7, 0.8, 0.4), vec3(0.2, 0.8, 1.0), uv.x + uv.y); uv.x += sin(fGlobalTime * 0.2) * 0.5; uv *= 15.0 + sin(fGlobalTime * 0.2) * 5.0; vec2 index = floor(uv); uv = fract(uv) * 2.0 - 1.0; float t0 = floor(fGlobalTime); float t1 = fract(fGlobalTime); float angle = t0 + floor(hash(index) * 100.0) + pow(t1, 10.0); angle *= 3.1415926535 / 2.0; uv = rotate(uv, angle); float t = mod(tile(uv) + tile2(uv), 2.0); color = mix(color, vec3(1.0), t); out_color = vec4(color, 1.0); }