#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 = 0.5 + sin( v.x * 5.0 ) + cos( sin( time*0.5 + v.y ) * 2.0 ); return vec4( sin(c * 0.2 + cos(time)), c * 0.15, cos( c * 0.1 + time / .4 ) * .2, 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) / (3.14/4); m.y = 1 / length(uv) * .2; float d = m.y * 4.0; float f = texture( texFFT, d ).r * 100; m.x += sin( fGlobalTime ) * 0.41; m.y += fGlobalTime * 0.6; vec4 t = plas( m * 3.14, fGlobalTime ) * d; t = clamp( t, 0.0, 1.0 ); vec2 r = uv; r.y = 4.0 /(r.x*50 + 0.3*r.y); float aa = ( 2*mod(r.x,0.2) + 4*mod(r.y+fGlobalTime*0.1*sin(m.x*0.01+fGlobalTime*0.001),0.3) ); t = t* 0.2+1.0*aa; out_color = f + t; }