#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform float fFrameTime; // duration of the last frame, in seconds
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 texPreviousFrame; // screenshot of the previous frame
uniform sampler2D texChecker;
uniform sampler2D texEwerk;
uniform sampler2D texNoise;
uniform sampler2D texRevision;
uniform sampler2D texRevisionBW;
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
#define hr vec2(1.,sqrt(3))
#define PI acos(-1.)
#define hex(u) max(abs(u.x),dot(abs(u),normalize(hr)))
#define rot(a) mat2(cos(a),sin(a),-sin(a),cos(a))
vec4 hexgrid (vec2 uv)
{
vec2 ga=mod(uv, hr)-hr*.5, gb = mod(uv-hr*.5, hr)-hr*.5,
guv = (length(ga)