#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 fbm(vec2 p) { float a = .25; float time = fGlobalTime * .1; float c = cos(a); float s = sin(a); mat2 m = mat2(c,-s,s,c); float acc = 1.; float f = texture(texNoise,p / acc + time).r * acc; p *=m; acc *= .99; f += texture(texNoise,p / acc ).r * acc; p *=m * .1235 + time; acc *= .9; f += texture(texNoise,p / acc ).r * acc; p *=m * .2369 + time; acc *= .09; f += texture(texNoise,p / acc ).r * acc; p *=m * 125. + time; acc *= .09; texture(texNoise,p).r; p *=m; return f; } 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 f = 0.; float a = .1 + length(uv * .25); float c = cos(a); float s = sin(a); uv *= mat2(c,-s,s,c); float amp = sin(length(uv) * 10.- fGlobalTime) *.5 +.5; amp = amp * .4 + .7; //f = 1. - length(uv); float st = sin(fGlobalTime) * .5 + .5; st = st * .4 + .5; f = 1. - smoothstep(fbm(uv), st - .05,st + .05); vec3 col = .45 * vec3(sin(f *.25) * .4 + .4, cos(f*1.1) * .5 + .3, sin(f * 4) * .5 + .7); out_color = vec4(col,0.) * amp; // out_color = texture(texTex1, vec2(fbm(uv),fbm(uv.yx))); }