#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 sce (vec3 p) { float a = fGlobalTime; float b = sin(a)*p.x-cos(a)*p.y; float c = p.z*1.25; p.y += cos(b+fGlobalTime); p.x += sin(b+fGlobalTime); p.xy *= mat2(cos(c), -sin(c), sin(c), cos(c)); p.xy *= mat2(cos(b), -sin(b), sin(b), cos(b)); p = mod(p,4)-2; p.z += sin(p.y*20.+a*5.)/10.; p.z += sin(p.x*20.+a*5.)/10.; return length(p)-1; } float tra (vec3 o, vec3 d) { float t = 0.; for (int i=0;i<128;i++) { t += sce(o+d*t)*0.35; } return t; } 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 uvorig = uv; vec4 noise = texture (texNoise,uvorig); vec4 lines = texture (texTex2,uvorig); uv += cos(noise.r+fGlobalTime)/5.; uv += cos(lines.r+fGlobalTime)/20.; float color = tra(vec3(sin(fGlobalTime),cos(fGlobalTime)/2,fGlobalTime*4.),normalize(vec3(uv*10.,1.0))); float fog = 1/(1+color*color-1); out_color = vec4(vec3(color*fog*4.),1.0); out_color *= vec4(uv.x+1.0,uv.y+0.5,abs(sin(fGlobalTime*5.)),1.0); }