{ "plasma": { "name": "Plasma neon", "code": "void main(){\n vec2 uv = (gl_FragCoord.xy*2.0 - u_resolution)/u_resolution.y;\n float t = u_time*0.4;\n float v = sin(uv.x*4.0 + t) + sin(uv.y*4.0 - t)\n + sin((uv.x+uv.y)*4.0 + t)\n + sin(length(uv)*8.0 - t*2.0 - u_bass*6.0);\n v += u_treble*4.0;\n vec3 col = 0.5 + 0.5*cos(vec3(0.0,2.0,4.0) + v + u_mid*3.0);\n col *= 0.6 + u_level*1.4;\n gl_FragColor = vec4(col,1.0);\n}" }, "tunel": { "name": "Tunel infinito", "code": "void main(){\n vec2 uv = (gl_FragCoord.xy*2.0 - u_resolution)/u_resolution.y;\n float a = atan(uv.y,uv.x);\n float r = length(uv);\n float d = 0.3/r + u_time*0.6 + u_bass*1.8;\n float rings = sin(d*10.0)*0.5+0.5;\n float spokes = sin(a*8.0 + u_time)*0.5+0.5;\n vec3 col = mix(vec3(0.04,0.0,0.18), vec3(0.0,1.0,0.9), rings*spokes);\n col += vec3(1.0,0.2,0.6)*u_treble*spokes*2.0;\n col *= smoothstep(0.0,0.45,r);\n gl_FragColor = vec4(col,1.0);\n}" }, "rejilla": { "name": "Rejilla cyber", "code": "void main(){\n vec2 uv = (gl_FragCoord.xy*2.0 - u_resolution)/u_resolution.y;\n uv *= 1.0 + u_bass*0.9;\n uv.y += u_time*0.2;\n vec2 g = abs(fract(uv*4.0) - 0.5);\n float line = smoothstep(0.46,0.5, max(g.x,g.y));\n vec3 base = vec3(0.0,0.9,1.0) + vec3(u_mid*1.5);\n vec3 col = mix(vec3(0.02,0.0,0.06), base, 1.0-line);\n col += vec3(1.0,0.1,0.8)*u_treble*(1.0-line)*2.0;\n gl_FragColor = vec4(col,1.0);\n}" }, "espectro": { "name": "Espectro de barras", "code": "void main(){\n vec2 uv = gl_FragCoord.xy/u_resolution;\n float f = texture2D(u_fft, vec2(uv.x, 0.5)).r;\n float bar = step(uv.y, f);\n float crest = smoothstep(0.03, 0.0, abs(uv.y - f));\n vec3 col = mix(vec3(0.4,0.0,0.8), vec3(0.0,1.0,0.7), uv.x) * bar;\n col += vec3(1.0,1.0,1.0) * crest;\n gl_FragColor = vec4(col, 1.0);\n}" } }