Last time I was working on sound visualization, after testing with real-life data (yes, music 😉) and testing out various visualization shaders, I came to a conclusion that I approached it from a too scientific point of view. The result was fully proper spectrogram - but not so useful for visualization purposes. So, now I've returned to it - but this time focusing on achieving more visually appealing results, easier to read by a human. I wanted to make it similar to what Inigo Quilez is doing in his ShaderToy , but I couldn't find an exact way he is treating the data, so I had to come up with my own approach. One thing still applies: the best way is to use a frequencies analysis, through FFT. Waveform itself can be useful, too (and that's why I'm still including it as a second row of my OpenGL texture), but here we will focus on a spectrogram, as there's not too much to talk about a waveform, it's a simple data.…