#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 cookie; 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 time fGlobalTime mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); } 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); uv.y *= -1.0; float d = length(uv); uv *= 2. + 0.2 * sin(time + d*4.); uv *= rot(sin(time*2.-d*2.)*.2); uv += 0.5; vec4 color = texture(cookie, uv); color.rgb = mix(vec3(0), vec3(1), color.a); out_color = color; }