#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 = sin(p.z)/5.; float b = p.z/100.; float c = a*2.; float d = -fGlobalTime; float e = sin(d)/100000.; p.xz *= mat2 (cos(e),-sin(e),sin(e),cos(e)); p.xy *= mat2 (cos(d),-sin(d),sin(d),cos(d)); p.xy *= mat2 (cos(c),-sin(c),sin(c),cos(c)); p.x += sin(p.z); p.xy *= mat2 (cos(a/b),-sin(a),sin(a),cos(a)); p.xy *= mat2 (cos(a),-sin(a),sin(a),cos(a)); p=mod(p,4)-2; p.z /= 5.; p.x += 1.75; p.z +=sin(p.y*25.+fGlobalTime*5.)/10.; p.z +=sin(p.x*25.+fGlobalTime*5.)/10.; return length(p)-1; } float tra(vec3 o, vec3 d) { float t = 0.; for (int i=0; i<64; i++) { t += sce(o+d*t)*0.5; } 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); float color = tra(vec3(cos(fGlobalTime),sin(fGlobalTime),fGlobalTime*10.), normalize(vec3(uv*2.5, 1.0))); float fog = 1/(1+color*color-1); out_color = vec4(vec3(color*fog),1.0); out_color += vec4(abs(sin(uv.x)),abs(sin(uv.y)/2.5),abs(sin(fGlobalTime)),1.0); }