#version 430 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 sampler2D texBricks; uniform sampler2D texGrunge; uniform sampler2D texMono; uniform sampler2D texNoise; uniform sampler2D texNormal; uniform sampler2D texPaper; uniform sampler2D texPooBrain; 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 l(vec4 x) { return x.y*x.y+x.x*x.x; } void main(void) { // float d = m.y; // float f = texture( texFFT, ).r * 100; float t = fGlobalTime; vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv -= 0.5; uv /= vec2(v2Resolution.y / v2Resolution.x, 1); float g = texture( texFFT, 0.6 ).r * 100; float h = texture( texGrunge, uv); float s = texture( texFFTSmoothed, 0.00 ).r * 100; vec2 p1 = s*vec2(sin(t), cos(t)); vec2 p2 = s*vec2(sin(t+cos(t)), cos(t)); vec2 p3 = s*vec2(sin(t+sin(t)), cos(t+cos(t))); vec4 b1 = vec4(uv+p1,0,0); vec4 b2 = vec4(uv+p2,0,0); vec4 b3 = vec4(uv+p3,0,0); float v = 1-10/l(b1) * l(b2) * l(b3); vec4 r = vec4(v,v,v,0); float tp = texture( texPaper, p1 ).r * 100; 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 t2 = plas( m * 3.14, fGlobalTime ) / d; t2 = clamp( t2, 0.0, 1.0 ); out_color = vec4(v)* h; }