#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 ); } vec2 getPos(float time) { if(time<1) return vec2(0,time); else if(time<1.3) return vec2(time-1,1); else if(time<1.8) return vec2(0.3, 1.3-time); else if(time<2.0) return vec2(2.1-time,0.5); else if(time<2.5) return vec2(0.1, 2.5-time); else return vec2(2.6-time,0); } vec4 getColor(vec2 pos) { vec2 track[7]; track[0]=vec2(0,0); track[1]=vec2(0,1); track[2]=vec2(0.3,1); track[3]=vec2(0.3,0.5); track[4]=vec2(0.1,0.5); track[5]=vec2(0.1,0); track[6]=vec2(0,0); bool ok=false; int i; for(i=0;i<6;i++) { vec2 dp = pos-track[i]; dp=normalize(dp); vec2 segment = track[i+1] - track[i]; float segmentLength = sqrt(dot(segment,segment)); float dotp = dot(dp, segment); if(dotp>0 && dotp < segmentLength) { vec2 segmentPos = dp + segment * (dotp / segmentLength); dp = pos - segmentPos; float distSqr = dot(dp,dp); if(distSqr < 0.1) ok = true; } } return ok ? texture(texChecker, pos) : vec4(0,0,0,1); } void main(void) { vec2 screenCoords = gl_FragCoord.xy / v2Resolution; screenCoords -= 0.5; vec2 texPos = vec2(screenCoords.x, 1); texPos.x /= screenCoords.y; texPos.y /= screenCoords.y; vec2 pos = getPos(mod(fGlobalTime * 0.1,2.6)); texPos += pos * 10; out_color = screenCoords.y < 0 ? getColor(texPos) : vec4(0,0,0,1); }