#version 410 core #define M_PI 3.141592 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 texNogozon; 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 cog(vec2 p) { float angle = fract((M_PI+atan(p.x, p.y))/(2.*M_PI)*8.)*4.; float dist = sqrt(dot(p, p)); float interpolationFactor = clamp(-1.+angle, 0., 1.) - clamp(-3.+angle, 0., 1.); return smoothstep(.7+interpolationFactor*.25, .75+interpolationFactor*.25, dist); } void main(void) { vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv *= 2.; uv -= 1.; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); uv *= 3.; vec2 prerot = uv; uv *= mat2(cos(fGlobalTime*.1), sin(fGlobalTime*.1), -sin(fGlobalTime*.1), cos(fGlobalTime*.1)); vec2 rot = uv * mat2(cos(fGlobalTime), sin(fGlobalTime), -sin(fGlobalTime), cos(fGlobalTime)); vec3 co = vec3(.5, .6, .8); prerot *= mat2(cos(fGlobalTime), sin(fGlobalTime), -sin(fGlobalTime), cos(fGlobalTime)); co += smoothstep(0., 1., 1.-sqrt((prerot.x*prerot.x))*sqrt((prerot.y*prerot.y)))*.5; co *= cog(rot); rot = (uv+vec2(.5, 1.6)) * mat2(cos(-fGlobalTime), sin(-fGlobalTime), -sin(-fGlobalTime), cos(-fGlobalTime)); co *= cog(rot*.9); rot = (uv-vec2(1.8, 0.)) * mat2(cos(-fGlobalTime), sin(-fGlobalTime), -sin(-fGlobalTime), cos(-fGlobalTime)); co *= cog(rot*.8); out_color = vec4(co, 1.); }