41 lines
1.2 KiB
GLSL
41 lines
1.2 KiB
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float time;
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float intensity; // 0.0 to 1.0, controlled by Audio Amplitude
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};
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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// 1. Base Noise (subtle grain)
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float noise = rand(uv + vec2(time * 0.01, 0.0));
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// 2. Radial Glow (bright center, fading to edges)
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vec2 center = vec2(0.5, 0.5);
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float dist = distance(uv, center);
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// Glow strength based on intensity (audio amplitude)
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// Higher intensity = brighter, wider glow
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float glowRadius = 0.3 + (intensity * 0.4); // Radius grows with volume
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float glow = 1.0 - smoothstep(0.0, glowRadius, dist);
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glow = pow(glow, 2.0); // Sharpen the falloff
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// 3. Color the glow (warm white/cyan tint)
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vec3 glowColor = vec3(0.8, 0.9, 1.0); // Slight cyan tint
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// 4. Combine noise + glow
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vec3 finalColor = mix(vec3(noise), glowColor, glow * intensity);
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fragColor = vec4(finalColor, 1.0) * qt_Opacity;
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}
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