#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 texNogozon; 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 /* 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 ); } */ float circle(vec2 p, float r) { return 0.0; // length(p) } 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; */ vec4 c = vec4(1.0,0.5,0.0,1.0); float bx = uv.x; bx += uv.x*uv.y * sin(mod(fGlobalTime*0.01,0.2)); c.y += (mod(bx + fGlobalTime*0.01, 0.10)) < 0.06 ? 0.2 : 0.0; //c.z += (mod(uv.y + fGlobalTime*0.01, 0.10)) < 0.06 ? 0.2 : 0.0; float r = 0.3; r += texture(texFFTSmoothed, 0.1).x * 1.0; if (length(uv.xy) < r) if (length(uv.xy - vec2(1.2,0.6)) < 1.4) uv.y -= texture(texTex2, uv.xy + vec2(fGlobalTime*uv.y-2,uv.x)).r * 0.2; if (length(uv.xy) < r) { c.x = 0.0; c.y += texture(texNoise, uv.xy).r; } for (float z = 0.0; z < 1.0; z += 0.1) { float len = length(uv.xy-vec2(0.09/(z+z),0.09*z+sin(fGlobalTime)*0.05)); float s = 0.0;//sin(texture(texTex1,vec2(0.1,uv.y)).x); if (len > r*(1.4 + s*0.0) && len < r*1.5) { c.z += 0.3; c.y += 0.8; } if (length(uv.xy - vec2(1.2,0.6)) < 1.4) { c.x += 0.8; } c.z += uv.x * 0.2; } //circle(vec2(0.5,0.5), 0.1); out_color = c; }