#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 texHello; uniform sampler2D texMono; uniform sampler2D texNoise; uniform sampler2D texNormal; uniform sampler2D texPaper; 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 realFft(float x) { return texture(texFFT, x).x - texture(texFFTSmoothed, x).x; } float steaming_hot_sex(vec2 p) { float dist = fract((atan(p.y, p.x) + sin(fGlobalTime * .6) * 3.0) / (2.0 * 3.141592) * 3.0) + .7 + realFft(.1) * 40.; float minDistance = .3 / dist + realFft(.1) * 200.; float maxDistance = .36 / dist; float l = length(p) + realFft(.9) * 20.; return step(minDistance, l) * (1.0 - step(maxDistance, l)); //return sin(length(p) + fGlobalTime); } void main(void) { vec2 uv2 = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); uv2 -= 0.5; uv2 += + vec2(sin(fGlobalTime * 2.67), sin(fGlobalTime * 2.34)) * .1; uv2 /= vec2(v2Resolution.y / v2Resolution.x, 1); vec2 m; m.x = atan(uv2.x / uv2.y) / 3.14; m.y = 1 / length(uv2) * .2; float d = m.y; float f = texture( texFFT, d ).r * 100; m.x += sin( fGlobalTime ) * 0.1; m.y += fGlobalTime * 0.25; vec4 t = plas( m * 3.14, fGlobalTime ) / d; t = clamp( t, 0.0, 1.0 ); vec4 original = f + t + .4; vec2 q = gl_FragCoord.xy / v2Resolution.xy; vec2 uv = (gl_FragCoord.xy - v2Resolution.xy / 2.0) / v2Resolution.y + vec2(sin(fGlobalTime * 3.67), sin(fGlobalTime * 3.34)) * .1; vec2 p = uv; vec2 p2 = uv * (1.2 + realFft(.1) * 20.); vec3 color1 = vec3(1., 0, 0) * steaming_hot_sex(p); vec3 color2 = vec3(0, 1.0, 1.0) * steaming_hot_sex(p2); vec3 color = color1 + color2; color2 *= 2.3; color += realFft(.1) * 1800. * uv.y; color += texture(texNormal, uv + vec2(sin(fGlobalTime * 1.2), cos(fGlobalTime * .855))).xyz * .4; color -= 1.0 - texture(texGrunge, q).x; color *= original.xyz; color = pow(max(color, 0.) * 1.1, vec3(2.0)); out_color = vec4(color, 1.0); }