#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 * 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 map(vec3 p) { p.x *= p.z; return length(p) - 0.1; } void main(void) { vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); vec2 uv0 = uv; uv.x += smoothstep(0.95, 1.0, sin(fGlobalTime * 10.0)) * 0.1; uv.x -= smoothstep(0.95, 1.0, sin(fGlobalTime * 25.33)) * 0.1; uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); vec2 s = vec2(1.0, v2Resolution.y / v2Resolution.y) * 40.; uv = round(uv * s) / s; vec2 xy = fract(uv0 * s); vec3 p = vec3(0.0, 0.0, 5.0); vec3 v = normalize(vec3(uv, -1.0)); float i = 0.0; for (; i < 1.0 ; i+=0.01) { float d = map(p); p += v * d; } 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 = vec4(i); float alpha = atan(uv.y, uv.x); float aa = alpha * 0.01 ; vec4 c0 = sin(aa) * vec4(1.0, 1.0, 0.0, 1.0) + cos(aa) * vec4(0.0, 1.0, 0.0, 1.0); c0 = sin(aa * 0.05) * vec4(1.0, 0.0, 0.0, 0.0); c0 += sin(aa * 0.1 + fGlobalTime * 0.001) * vec4(1.0, 0.5, 0.0, 0.0); out_color = sin(c0 * (alpha + fGlobalTime) * 10.0); float tt = mod(fGlobalTime, 2.0) - 1.4; tt += smoothstep(0.0, 1.0, sin(uv0.y * 10.0) * 0.2); out_color += (smoothstep(0.1 + tt, 0.2 + tt, uv0.x) - smoothstep(0.3 + tt, 0.4 + tt, uv0.x)) * vec4(0.0, 0.5, 1.0, 1.0); out_color -= (smoothstep(0.1 + tt * 2.0, 0.2 + tt * 2.0, uv0.x) - smoothstep(0.3 + tt * 2.0, 0.4 + tt * 2.0, uv0.x)) * vec4(0.0, 0.5, 0.5, 1.0); //out_color = f * 0.5 + pow(t, vec4(5.1)); float rad = dot(xy - 0.5, xy - 0.5); out_color *= pow(rad, 0.5); float rad2 = rad + sin(fGlobalTime * uv0.x) * 0.2; out_color += smoothstep(0.04, 0.02, rad2) * 0.2; }