#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 #define P 3.14159 #define TP 2.0 * P #define HP 0.5 * P #define QP 0.25 * P #define t fGlobalTime #define ht 0.5 * t #define tt 0.1 * t #define S(a, b, t) smoothstep(a, b, t) float map01(float n, float stop2, float start2) { return (0.5 * n + 0.5) * stop2 + start2; } float circleSDF(vec2 uv) { return length(uv); } float rectSDF(vec2 uv, vec2 s) { return max(abs(uv.x / s.x), abs(uv.y / s.y)); } vec2 rotate2d(vec2 uv, float a) { return uv * mat2(cos(a), sin(-a), cos(a), sin(a)); } float fill(float x, float s) { return 1.0 - step(s, x); } float fill(float x, float s, float p) { p *= 0.01; return 1.0 - S(s - p, s + p, x); } float stroke(float x, float s, float w, float p) { p *= 0.01; return clamp( S(s - p, s + p, x - 0.5 * w) * S(s + p, s - p, x + 0.5 * w), 0.0, 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); float n = 8.0; vec2 gv = fract(n * uv); vec2 id = floor(n * uv); vec3 color = vec3(0.0); float offset = mix( map01(sin(-t + P * gv.x - cos(ht + P * id.x) - sin(P * gv.y)), QP, HP), map01(cos(t + TP * gv.x), 0.0, TP), step(0.5, mod(ht, 2.0)) ); float np = map01( sin(t + P * uv.x + sin(-t + TP * uv.y) + P * gv.x + offset), 6.0, 10.0 * uv.x + 4.0 + mod(ht, 0.5)); vec2 size = vec2( map01(cos(t + P * uv.x + 0.5 * sin(t + TP * id.x)), 0.5, 2.0), map01(sin(t - QP * uv.y + cos(-ht + TP * (uv.x + uv.y))), 0.5, 2.0) ); float rect = rectSDF(rotate2d(uv, ht + cos(t + P * uv.x)), size); vec3 pre = vec3( 0.0, map01(cos(t), 15.0, 20.0), map01(sin(t), 15.0, 20.0) ); float circ = circleSDF(uv); float circf = fill(circ, map01(sin(t + P * uv.x + sin(-t + 5.0 * P * uv.y) + cos(t + P * (id.x - 0.5))), 0.25, 0.75)); color.r += fill(fract(-t + np * rect), 0.5, 10.0*cos(t + P * gv.x) + 15.0); color.g += fill(fract(-t + np * rect), 0.5, 10.0*sin(t + TP * gv.y + sin(-t)) + pre.y); color.b += fill(fract(-t + np * rect), 0.5, 10.0*sin(t + cos(-t + TP * uv.x)) + pre.z); color *= circf; out_color = vec4(color, 1.0); }