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#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 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
// HOW DID I GET HERE TONIGHT
// WHAT AM I DOING HERE
// HOW DID I REACH THIS STATE
// EVERYBODY KNOWS
// EVERYONE'S WATCHING
float rand(float x)
{
return fract(sin(x) * 430147.8193);
}
float rect( vec2 point, vec2 rectA, vec2 rectB )
{
if (point.x > rectA.x
&& point.x < rectB.x
&& point.y > rectA.y
&& point.y < rectB.y)
{
return 1;
}
return 0;
}
vec4 fui( vec2 uv, float t )
{
float floatT = t;
t = int(t);
float start = rand(t) * 0.8 + 0.1;
float end = start + 0.1;
if (rand(t)<0.5)
{
if (uv.x > start && uv.x < end)
{
return mod((uv.x+uv.y+floatT/4.0)*8,1) < 0.5 ? vec4(0.1,0.8,1.0,1.0) : vec4(0.0,0.0,0.0,0.0);
}
}
else
{
if (uv.y > start && uv.y < end)
{
return mod((uv.x+uv.y+floatT/6.0)*8,1) < 0.5 ? vec4(1.0,1.0,1.0,1.0) : vec4(0.0,0.0,0.0,0.0);
}
}
float bass = clamp(texture(texFFTSmoothed, 0.01).r * 100,0,1);
for (int i=0; i<6; i++)
{
float p1 = rand(t+0.123+i) * 0.2;
float p2 = p1 + rand(t+0.124+i) * 0.5;
float p3 = p2 + rand(t+0.125+i) * 0.2;
float y = rand(t+0.128+i) * 0.8 + 0.2;
float thicc = 0.0025;
float result = rect(uv, vec2(p1, y - thicc), vec2(p2,y + thicc));
if (result > 0.0)
{
return result * vec4(0.9, 0.3, 0.1, 1.0);
}
if (p2 < uv.x && uv.x < p3 && y - thicc < uv.y - (uv.x - p2) && uv.y - (uv.x - p2) < y + thicc )
{
return vec4(0.9, 0.3, 0.1, 1.0);
}
}
// ALSO BEFORE I FORGET, BIG UP TO FMS_CAT!
for (int j = 0; j<4; j++)
{
float sx = rand(t+0.345 + j);
float sy = rand(t+0.349 + j);
float size = 0.1;
if (sx<uv.x && uv.x<sx+size && sy<uv.y &&uv.y<sy+size)
{
float spx = mod(floor(rand(t+0.3 + j)*8)/8.0,1);
float spy = mod(floor(rand(t+0.59 + j)*8)/8.0,1);
vec2 spriteUV = (uv - vec2(sx,sy)) / size;
vec4 sam = texture( texChecker, vec2(spx,spy) + spriteUV / 8.0 );
return clamp((1-sam.r)+0.2,0,1) * vec4(1,0.1,0.1,1) * bass;
}
}
// CRAP I FORGOT I HAD A BEER OPEN DAMN
for (int k=0; k<5; k++)
{
float cx = rand(t+0.445+k);
float cy = rand(t+0.449+k);
float dist = length(vec2(uv.x-cx,uv.y-cy));
float radius = rand(t+0.34+k) * 0.2 + 0.2;
float circThicc = 0.0025;
if (radius - circThicc < dist && dist < radius + circThicc)
{
return vec4(0.8,0.2,1,0.8);
}
}
for (int l=0; l<20; l++)
{
float cx = rand(t+0.645+l) * 0.6 + 0.2 + sin(floatT) * 0.1;
float cy = rand(t+0.649+l) * 0.6 + 0.2 + cos(floatT) * 0.1;
float dist = length(vec2(uv.x-cx,uv.y-cy));
if (dist < 0.005)
{
return vec4(0.9,0.7,0,1) * clamp(0.005/dist,0,1);
}
}
return vec4(0.0,0.0,0.0,0.0);
//return length(uv) < 0.5 ? vec4(1,1,1,1) : vec4(0,0,0,0);
}
vec2 rotate2D( vec2 v, float f)
{
float sa = sin(f),ca=cos(f);
return vec2( v.x * ca - v.y * sa, v.y * ca + v.x * sa );
}
// for those watching, i just ported this from hlsl because it kept causing problems
// still love hlsl tho, sorry bae
vec4 renderPlanes( vec2 uv )
{
vec3 rayDir = vec3( uv * 2 - 1, -1.0 );
rayDir.x *= v2Resolution.x/v2Resolution.y;
rayDir.xy = rotate2D( rayDir.xy, fGlobalTime * 0.05 );
//rayDir.xz = rotate2D( rayDir.xz, sin(fGlobalTime ) * 0.05 );
//rayDir.yz = rotate2D( rayDir.yz, cos(fGlobalTime ) * 0.05 );
vec3 rayOrigin = vec3(1,0,0);
//rayOrigin.x += sin( fGlobalTime ) * 0.25;
//rayOrigin.y += cos( fGlobalTime ) * 0.25;
rayOrigin.z = -1 * fGlobalTime;
vec4 colour = vec4(0);
int steps = 10;
float planeDist = 1.0f;
for (int i=steps; i>=0; i--)
{
float planeZ = (rayOrigin.z - mod(rayOrigin.z, planeDist)) - i * planeDist;
float t = (planeZ - rayOrigin.z) / rayDir.z;
if (t > 0.0f)
{
vec3 hitPos = rayOrigin + t * rayDir;
vec4 layer = fui( abs(mod(hitPos.xy, 2.0)-1), fGlobalTime + i * 4.7 );
layer *= (steps-i)/float(steps);
colour = mix( colour, layer, layer.a );
}
}
return colour;
}
void main(void)
{
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y);
vec4 colour = renderPlanes(uv);
colour += renderPlanes(uv-mod(uv,0.1)) * 0.4;
vec4 gradient = mix(vec4(0,0,0.2,0),vec4(0,0,0,0),uv.y);
vec4 finalRender = mix(gradient,vec4(colour.xyz,1),colour.a);
finalRender.g = pow(finalRender.g, 0.7);
out_color = finalRender;
}
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