#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 p, float a) { float c = cos(a); float s = sin(a); return mat2(c, s, -s, c) * p; } float noise(vec3 p) { return texture(texNoise, p.xy * 0.01 + p.z * 0.07).r + texture(texNoise, p.xy * 0.6 + p.z * 0.7).r * 1.2; } float map(vec3 p) { p.xy = rotate(p.xy, p.z * 0.4); return noise(p) * smoothstep(-.4, -1.0, p.y) * smoothstep(-3.0, -1.0, p.y); } float map2(vec3 p) { p *= 0.4; return cos(p.x) + cos(p.y) + cos(p.z); } 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); vec3 r = vec3(0.0); vec3 dir = normalize(vec3(uv, 1.0 - length(uv) * sin(fGlobalTime) * 4.0)); vec3 pos = vec3(0.0, 0.4, fGlobalTime * 1.0); for (int i = 0; i < 50; i++) { float d = map2(pos) * map(pos); pos += dir * 0.4; r += d; } //vec3 color = noise(vec3(uv, fGlobalTime)); vec3 color = r * 0.2 * mix(vec3(0.7, 0.4, 0.2), vec3(0.0, 0.0, 0.8), uv.x + uv.y); color += vec3(0.0, 0.0, 0.1); out_color = vec4(color, 1.0); }