#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=1) in vec2 texVp; layout(location=0) out vec4 target; uniform ivec2 screenCenter; // x = bar time // y = object glow // z = real time since song start uniform vec3 timing; uniform ivec2 viewport; uniform float objectGlow; // fg_texture.png uniform sampler2D mainTex; // current FrameBuffer uniform sampler2D fb_tex; uniform float tilt; uniform float clearTransition; #define PI 3.14159265359 #define TWO_PI 6.28318530718 void main() { target = vec4(0); }