#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 texKC; uniform sampler2D texNoise; uniform sampler2D texPegasus; 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 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 ); out_color = (f + t) * abs(uv).xxyy; out_color += texture(texKC, clamp(uv * 2.0 - vec2(-0.7, 0.7), 0.0, 1.0)); uv.y *= -1; uv *= 2; vec2 uvLove = uv; uvLove *= 2.25; uvLove.x += -fGlobalTime; uvLove.y = clamp(uvLove.y, 0.00, 1.0); out_color += texture(texPegasus, uvLove); uv.y += abs(sin(fGlobalTime / .25)) * 0.5 - 0.4; uv += 0.85; vec2 uvPoney2 = uv - vec2(1.5, 0.0); uvPoney2.x *= -1; out_color += texture(texPegasus, vec2(clamp(uv.x - 0.7, 0.0, 1.0), clamp(uv.y - 0.5, 0.0, 1.0))); out_color += texture(texPegasus, vec2(clamp(uvPoney2.x - 0.7, 0.0, 1.0), clamp(uvPoney2.y - 0.5, 0.0, 1.0))); }