#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); } float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main(void) { vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); vec2 loduv = v2Resolution.xy/16.0; uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); uv.y *= -1.0; float d = length(uv); uv *= 1. + 1. * sin(d*2.+2.);// + uv.x*10.); uv *= rot((pow(sin(time*2.-d*2.)*0.5+0.5, 8.))*2.); uv += 0.5; //uv = floor(uv*loduv)/loduv; vec4 color = texture(cookie, uv); color.rgb = mix(vec3(0), vec3(1), color.a); uv = 2.*(gl_FragCoord.xy-0.5*v2Resolution.xy)/v2Resolution.y; //uv = floor(uv*loduv)/loduv; d = length(uv); //uv *= rot(sin(d*2.-time)*.5); uv.y -= pow(abs(uv.x)*.4,0.1)-.8; d = length(uv); float tint = d*.7-time*.2; //tint += 2.*atan(uv.y,uv.x)/3.14; float lod = 5.; tint = ceil(tint*lod)/lod; float s = step(mod(tint*2., 1.),0.5); color.rgb = hsv2rgb(vec3(tint, 0.9, color.r)); out_color = color; }