#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 vec4 plas( vec2 v, float time ) { float c = cos(atan(tan(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) / 666; m.y = sin(tan(1 / length(uv) * .666)); float d = m.y; float f = texture( texFFT, d ).r * 1; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; vec4 t = plas(m*3.14, fGlobalTime) * d ; out_color = atan(sin(tan(f + t*3.14569898898989895466465))) ; //out_color = f * 0.1 + fGlobalTime + uv.x; }