uniform int u_frame; uniform vec2 u_resolution; uniform sampler2D u_music; float music(vec2 position) { return texture2D(u_music, position).w; } void main() { vec2 pos = gl_FragCoord.xy / u_resolution.xy; float red = pos.x * abs(sin(float(u_frame) / 360.0)); float green = pos.y * abs(cos(float(u_frame) / 380.0)); float blue = pow(pos.x, 2.0) + pow(pos.y, 2.0) * abs(sin(float(u_frame) / 330.0)); float alpha = 1.0; gl_FragColor = vec4(red, green, blue, alpha); }
@_teodoran