shader sync toimii
This commit is contained in:
@ -84,10 +84,12 @@
|
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>out\</OutDir>
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<IntDir>bin\debug\</IntDir>
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||||
<LinkIncremental>false</LinkIncremental>
|
||||
<LinkIncremental>
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||||
</LinkIncremental>
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||||
<ExecutablePath>$(SolutionDir);$(ExecutablePath)</ExecutablePath>
|
||||
<TargetName>leviathan-debug</TargetName>
|
||||
<GenerateManifest>false</GenerateManifest>
|
||||
<IgnoreImportLibrary>true</IgnoreImportLibrary>
|
||||
</PropertyGroup>
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Editor|Win32'">
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||||
<OutDir>out\</OutDir>
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||||
@ -138,12 +140,13 @@
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||||
<SuppressStartupBanner>true</SuppressStartupBanner>
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||||
<TargetEnvironment>Win32</TargetEnvironment>
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||||
<TypeLibraryName>.\bin/Debug/Leviathan.tlb</TypeLibraryName>
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<HeaderFileName />
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<HeaderFileName>
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</HeaderFileName>
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</Midl>
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<ClCompile>
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<Optimization>MinSpace</Optimization>
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<AdditionalIncludeDirectories>../;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<PreprocessorDefinitions>_DEBUG;WINDOWS;DEBUG;SIMD;A32BITS;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>EDITOR_CONTROLS;_DEBUG;WINDOWS;DEBUG;SIMD;A32BITS;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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||||
<PrecompiledHeaderOutputFile>
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@ -161,29 +164,50 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<FavorSizeOrSpeed>Size</FavorSizeOrSpeed>
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<OmitFramePointers>true</OmitFramePointers>
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||||
<ExceptionHandling>false</ExceptionHandling>
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||||
<ExceptionHandling>Sync</ExceptionHandling>
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||||
<BufferSecurityCheck>false</BufferSecurityCheck>
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||||
<CallingConvention>StdCall</CallingConvention>
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||||
<LanguageStandard>stdcpp14</LanguageStandard>
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||||
<OmitDefaultLibName>false</OmitDefaultLibName>
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||||
<LanguageStandard>
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||||
</LanguageStandard>
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</ClCompile>
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||||
<ResourceCompile>
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||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<Culture>0x0409</Culture>
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</ResourceCompile>
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<Link>
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<AdditionalDependencies>winmm.lib;opengl32.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>out/leviathan-debug.exe</OutputFile>
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<AdditionalDependencies>opengl32.lib;winmm.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>out\leviathan-debug.exe</OutputFile>
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||||
<SuppressStartupBanner>true</SuppressStartupBanner>
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||||
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
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||||
<SubSystem>Windows</SubSystem>
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||||
<EntryPointSymbol>entrypoint</EntryPointSymbol>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<ProgramDatabaseFile>bin\debug\$(TargetName).pdb</ProgramDatabaseFile>
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||||
<SubSystem>Windows</SubSystem>
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||||
<RandomizedBaseAddress>false</RandomizedBaseAddress>
|
||||
<DataExecutionPrevention />
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||||
<TargetMachine>MachineX86</TargetMachine>
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||||
<EntryPointSymbol>entrypoint</EntryPointSymbol>
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<AssemblyDebug>true</AssemblyDebug>
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||||
<ProgramDatabaseFile>bin\release\$(TargetName).pdb</ProgramDatabaseFile>
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||||
<ProfileGuidedDatabase>bin\debug\$(TargetName).pgd</ProfileGuidedDatabase>
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<ManifestFile />
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||||
<ImageHasSafeExceptionHandlers />
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||||
<EnableUAC />
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||||
<LinkErrorReporting />
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<TypeLibraryResourceID />
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</Link>
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<Bscmake>
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<SuppressStartupBanner>true</SuppressStartupBanner>
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<OutputFile>.\bin/Release/Leviathan.bsc</OutputFile>
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</Bscmake>
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<ProjectReference>
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<LinkLibraryDependencies>false</LinkLibraryDependencies>
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</ProjectReference>
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<PreBuildEvent>
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<Command>shader_minifier.exe -v -o src\shaders\fragment.inl src\shaders\fragment.frag shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<Message>Minify user-supplied shader files.</Message>
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</PreBuildEvent>
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<Bscmake>
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<SuppressStartupBanner>true</SuppressStartupBanner>
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<OutputFile>$(OutDir)Leviathan.bsc</OutputFile>
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@ -324,7 +348,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<Culture>0x0409</Culture>
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</ResourceCompile>
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<Link>
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<AdditionalOptions>/CRINKLER /RANGE:opengl32 /HASHTRIES:300 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)</AdditionalOptions>
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<AdditionalOptions>/RANGE:opengl32 /HASHTRIES:300 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)</AdditionalOptions>
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<AdditionalDependencies>opengl32.lib;winmm.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>out\leviathan-release.exe</OutputFile>
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<SuppressStartupBanner>
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@ -562,7 +586,6 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">true</ExcludedFromBuild>
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</ClInclude>
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||||
<ClInclude Include="src\sointu\sointu.h" />
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<ClInclude Include="src\debug.h">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
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||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">false</ExcludedFromBuild>
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||||
@ -571,6 +594,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<ClInclude Include="src\definitions.h" />
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<ClInclude Include="src\fp.h" />
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<ClInclude Include="src\glext.h" />
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<ClInclude Include="src\sointu\song.h" />
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<ClInclude Include="src\song.h">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Editor|Win32'">false</ExcludedFromBuild>
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@ -16,7 +16,6 @@
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</ClInclude>
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<ClInclude Include="src\song.h" />
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<ClInclude Include="src\editor.h" />
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<ClInclude Include="src\sointu\sointu.h" />
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</ItemGroup>
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||||
<ItemGroup>
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||||
<None Include="src\shaders\post.inl">
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@ -40,7 +39,4 @@
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<UniqueIdentifier>{84f225d6-acf8-4151-aab3-e246410cdeba}</UniqueIdentifier>
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||||
</Filter>
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||||
</ItemGroup>
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||||
<ItemGroup>
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||||
<MASM Include="src\sointu\sointu.asm" />
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||||
</ItemGroup>
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||||
</Project>
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@ -1,7 +1,7 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 15
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||||
VisualStudioVersion = 15.0.28307.168
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||||
# Visual Studio Version 17
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||||
VisualStudioVersion = 17.14.36212.18 d17.14
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||||
MinimumVisualStudioVersion = 10.0.40219.1
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||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Leviathan 2.0", "leviathan.vcxproj", "{59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}"
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||||
EndProject
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||||
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26
song.yml
26
song.yml
@ -20,9 +20,6 @@ score:
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||||
- numvoices: 1
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||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
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||||
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
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||||
- numvoices: 1
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||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -1, -1, -1, -1]
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||||
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
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- numvoices: 1
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||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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||||
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
|
||||
@ -62,6 +59,9 @@ patch:
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||||
- type: filter
|
||||
id: 1133
|
||||
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
|
||||
- type: sync
|
||||
id: 1141
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 1097
|
||||
parameters: {auxgain: 34, outgain: 34, stereo: 1}
|
||||
@ -165,6 +165,15 @@ patch:
|
||||
- type: outaux
|
||||
id: 266
|
||||
parameters: {auxgain: 14, outgain: 50, stereo: 1}
|
||||
- type: oscillator
|
||||
id: 1134
|
||||
parameters: {color: 64, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 64, stereo: 0, transpose: 52, type: 0}
|
||||
- type: sync
|
||||
id: 1135
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1136
|
||||
parameters: {stereo: 0}
|
||||
- name: snare edm 3
|
||||
comment: 'Suggested range: E-4'
|
||||
numvoices: 1
|
||||
@ -225,7 +234,7 @@ patch:
|
||||
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
|
||||
- name: SuperSaw 4
|
||||
comment: Automate filter frequency for the classic trance sound
|
||||
numvoices: 2
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 1109
|
||||
@ -268,6 +277,15 @@ patch:
|
||||
id: 29
|
||||
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
|
||||
varargs: [32, 36]
|
||||
- type: loadnote
|
||||
id: 1140
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1138
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1139
|
||||
parameters: {stereo: 0}
|
||||
- type: outaux
|
||||
id: 30
|
||||
parameters: {auxgain: 23, outgain: 25, stereo: 1}
|
||||
|
||||
378
song_new.yml
Normal file
378
song_new.yml
Normal file
@ -0,0 +1,378 @@
|
||||
bpm: 138
|
||||
rowsperbeat: 4
|
||||
score:
|
||||
tracks:
|
||||
- numvoices: 2
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1]
|
||||
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 2
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
|
||||
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
|
||||
patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
|
||||
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
|
||||
- numvoices: 4
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 81, 83, 84, 86], [88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81], [91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81], [93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81], [89, 81, 83, 84, 86, 88, 89, 91, 89, 81, 83, 84, 83, 84, 86, 88], [89, 79, 81, 83, 81, 83, 84, 86, 84, 86, 88, 89, 88, 84, 86, 83], [91, 88, 89, 86, 88, 84, 86, 83, 84, 81, 83, 79, 81, 77, 79, 76], [77, 74, 76, 72, 74, 71, 72, 69, 71, 67, 69, 65, 67, 69, 71, 74], [77, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 1, 77, 76], [74, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 69, 71, 72, 76], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 79, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
rowsperpattern: 16
|
||||
length: 108
|
||||
patch:
|
||||
- name: 80s lead
|
||||
numvoices: 4
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 1089
|
||||
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 1090
|
||||
parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2}
|
||||
- type: addp
|
||||
id: 1091
|
||||
parameters: {stereo: 1}
|
||||
- type: envelope
|
||||
id: 1092
|
||||
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
|
||||
- type: mulp
|
||||
id: 1098
|
||||
parameters: {stereo: 1}
|
||||
- type: pan
|
||||
id: 1096
|
||||
parameters: {panning: 60, stereo: 1}
|
||||
- type: filter
|
||||
id: 1108
|
||||
parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1}
|
||||
- type: gain
|
||||
id: 1119
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
- type: filter
|
||||
id: 1133
|
||||
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
|
||||
- type: outaux
|
||||
id: 1097
|
||||
parameters: {auxgain: 34, outgain: 34, stereo: 1}
|
||||
- name: 80s bass
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 3
|
||||
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
|
||||
- type: oscillator
|
||||
id: 4
|
||||
parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1}
|
||||
- type: addp
|
||||
id: 1084
|
||||
parameters: {stereo: 1}
|
||||
- type: envelope
|
||||
id: 1085
|
||||
parameters: {attack: 0, decay: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
|
||||
- type: send
|
||||
id: 1088
|
||||
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
|
||||
- type: mulp
|
||||
id: 1086
|
||||
parameters: {stereo: 1}
|
||||
- type: distort
|
||||
id: 1107
|
||||
parameters: {drive: 112, stereo: 1}
|
||||
- type: filter
|
||||
id: 1087
|
||||
parameters: {bandpass: 0, frequency: 30, highpass: 1, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 40, stereo: 1}
|
||||
- type: pan
|
||||
id: 284
|
||||
parameters: {panning: 64, stereo: 1}
|
||||
- type: gain
|
||||
id: 1121
|
||||
parameters: {gain: 110, stereo: 1}
|
||||
- type: outaux
|
||||
id: 15
|
||||
parameters: {auxgain: 30, outgain: 30, stereo: 1}
|
||||
- name: Kick
|
||||
comment: 'Suggested note: C-3'
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 261
|
||||
parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 269
|
||||
parameters: {gain: 128, shape: 74, stereo: 0}
|
||||
- type: send
|
||||
id: 268
|
||||
parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
|
||||
- type: oscillator
|
||||
id: 262
|
||||
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
|
||||
- type: filter
|
||||
id: 281
|
||||
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
|
||||
- type: mulp
|
||||
id: 263
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 280
|
||||
parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 1110
|
||||
parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: noise
|
||||
id: 275
|
||||
parameters: {gain: 72, shape: 24, stereo: 0}
|
||||
- type: send
|
||||
id: 276
|
||||
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: envelope
|
||||
id: 274
|
||||
parameters: {attack: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 1118
|
||||
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0}
|
||||
- type: send
|
||||
id: 1122
|
||||
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
|
||||
- type: send
|
||||
id: 1124
|
||||
parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0}
|
||||
- type: oscillator
|
||||
id: 277
|
||||
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
|
||||
- type: mulp
|
||||
id: 279
|
||||
parameters: {stereo: 0}
|
||||
- type: addp
|
||||
id: 271
|
||||
parameters: {stereo: 0}
|
||||
- type: pan
|
||||
id: 294
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: filter
|
||||
id: 1132
|
||||
parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
|
||||
- type: outaux
|
||||
id: 266
|
||||
parameters: {auxgain: 14, outgain: 50, stereo: 1}
|
||||
- type: oscillator
|
||||
id: 1134
|
||||
parameters: {color: 64, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 64, stereo: 0, transpose: 52, type: 0}
|
||||
- type: sync
|
||||
id: 1135
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1136
|
||||
parameters: {stereo: 0}
|
||||
- name: snare edm 3
|
||||
comment: 'Suggested range: E-4'
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 217
|
||||
parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
|
||||
- type: oscillator
|
||||
id: 218
|
||||
parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
|
||||
- type: mulp
|
||||
id: 221
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 222
|
||||
parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 223
|
||||
parameters: {gain: 31, shape: 14, stereo: 0}
|
||||
- type: mulp
|
||||
id: 224
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 201
|
||||
parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0}
|
||||
- type: filter
|
||||
id: 225
|
||||
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
|
||||
- type: addp
|
||||
id: 226
|
||||
parameters: {stereo: 0}
|
||||
- type: distort
|
||||
id: 338
|
||||
parameters: {drive: 108, stereo: 0}
|
||||
- type: pan
|
||||
id: 231
|
||||
parameters: {panning: 63, stereo: 0}
|
||||
- type: outaux
|
||||
id: 232
|
||||
parameters: {auxgain: 52, outgain: 58, stereo: 1}
|
||||
- type: envelope
|
||||
id: 233
|
||||
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 234
|
||||
parameters: {amount: 69, port: 0, sendpop: 1, target: 218}
|
||||
- type: envelope
|
||||
id: 235
|
||||
parameters: {attack: 53, decay: 58, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 236
|
||||
parameters: {amount: 0, port: 0, sendpop: 1, target: 201}
|
||||
- type: envelope
|
||||
id: 237
|
||||
parameters: {attack: 53, decay: 73, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 238
|
||||
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
|
||||
- name: SuperSaw 4
|
||||
comment: Automate filter frequency for the classic trance sound
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 1109
|
||||
parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
|
||||
- type: oscillator
|
||||
id: 1099
|
||||
parameters: {color: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 12
|
||||
parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: addp
|
||||
id: 13
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 16
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 17
|
||||
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
|
||||
- type: oscillator
|
||||
id: 18
|
||||
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 19
|
||||
parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: addp
|
||||
id: 20
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 23
|
||||
parameters: {stereo: 0}
|
||||
- type: gain
|
||||
id: 1123
|
||||
parameters: {gain: 120, stereo: 1}
|
||||
- type: delay
|
||||
id: 24
|
||||
parameters: {damp: 0, dry: 0, feedback: 0, notetracking: 0, pregain: 128, stereo: 0}
|
||||
varargs: [420]
|
||||
- type: delay
|
||||
id: 29
|
||||
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
|
||||
varargs: [32, 36]
|
||||
- type: loadnote
|
||||
id: 1140
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1138
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1139
|
||||
parameters: {stereo: 0}
|
||||
- type: outaux
|
||||
id: 30
|
||||
parameters: {auxgain: 23, outgain: 25, stereo: 1}
|
||||
- name: pad
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 1
|
||||
parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96}
|
||||
- type: send
|
||||
id: 2
|
||||
parameters: {amount: 64, port: 4, sendpop: 0, target: 1}
|
||||
- type: oscillator
|
||||
id: 1125
|
||||
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
|
||||
- type: oscillator
|
||||
id: 1126
|
||||
parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1}
|
||||
- type: oscillator
|
||||
id: 5
|
||||
parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0}
|
||||
- type: send
|
||||
id: 6
|
||||
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
|
||||
- type: send
|
||||
id: 78
|
||||
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
|
||||
- type: addp
|
||||
id: 80
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 10
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 11
|
||||
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
|
||||
- type: filter
|
||||
id: 1127
|
||||
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
|
||||
- type: distort
|
||||
id: 1128
|
||||
parameters: {drive: 109, stereo: 0}
|
||||
- type: pan
|
||||
id: 1129
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: delay
|
||||
id: 1130
|
||||
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
|
||||
varargs: [24, 48]
|
||||
- type: outaux
|
||||
id: 1131
|
||||
parameters: {auxgain: 15, outgain: 15, stereo: 1}
|
||||
- name: HappyLead
|
||||
numvoices: 4
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 164
|
||||
parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
|
||||
- type: oscillator
|
||||
id: 165
|
||||
parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
|
||||
- type: addp
|
||||
id: 166
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 163
|
||||
parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
|
||||
- type: mulp
|
||||
id: 167
|
||||
parameters: {stereo: 0}
|
||||
- type: pan
|
||||
id: 168
|
||||
parameters: {panning: 60, stereo: 0}
|
||||
- type: delay
|
||||
id: 169
|
||||
parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
|
||||
varargs: [12550, 24402, 21265, 32419]
|
||||
- type: outaux
|
||||
id: 172
|
||||
parameters: {auxgain: 64, outgain: 64, stereo: 1}
|
||||
- name: Global
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: in
|
||||
id: 7
|
||||
parameters: {channel: 2, stereo: 1}
|
||||
- type: delay
|
||||
id: 8
|
||||
parameters: {damp: 25, dry: 0, feedback: 120, notetracking: 0, pregain: 40, stereo: 1}
|
||||
varargs: [1116, 1188, 1276, 1356, 1422, 1492, 1556, 1618, 1140, 1212, 1300, 1380, 1446, 1516, 1580, 1642]
|
||||
- type: out
|
||||
id: 9
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
@ -48,10 +48,15 @@ static DEVMODE screenSettings = {
|
||||
#if USE_AUDIO
|
||||
#include <mmsystem.h>
|
||||
#include <mmreg.h>
|
||||
|
||||
// this file is auto generated by sointu
|
||||
#include "sointu/song.h"
|
||||
|
||||
#pragma bss_seg(".syncbuf")
|
||||
extern "C" {
|
||||
int _fltused = 1;
|
||||
float syncBuf[SU_SYNCBUFFER_LENGTH+1];
|
||||
}
|
||||
|
||||
#pragma data_seg(".sointuout")
|
||||
static SUsample lpSoundBuffer[(int)SU_LENGTH_IN_SAMPLES * 2];
|
||||
static HWAVEOUT hWaveOut;
|
||||
|
||||
32
src/main.cpp
32
src/main.cpp
@ -28,9 +28,8 @@
|
||||
#pragma data_seg(".shader")
|
||||
#include "shaders/post.inl"
|
||||
#endif
|
||||
#ifdef SU_LOAD_GMDLS
|
||||
su_load_gmdls();
|
||||
#endif // SU_LOAD_GMDLS
|
||||
|
||||
|
||||
#pragma data_seg(".pids")
|
||||
// static allocation saves a few bytes
|
||||
static int pidMain;
|
||||
@ -72,7 +71,9 @@ int __cdecl main(int argc, char* argv[])
|
||||
#if POST_PASS
|
||||
pidPost = ((PFNGLCREATESHADERPROGRAMVPROC)wglGetProcAddress("glCreateShaderProgramv"))(GL_FRAGMENT_SHADER, 1, &post_frag);
|
||||
#endif
|
||||
|
||||
#ifdef SU_LOAD_GMDLS
|
||||
su_load_gmdls();
|
||||
#endif // SU_LOAD_GMDLS
|
||||
// initialize sound
|
||||
#ifndef EDITOR_CONTROLS
|
||||
#if USE_AUDIO
|
||||
@ -81,6 +82,7 @@ int __cdecl main(int argc, char* argv[])
|
||||
waveOutPrepareHeader(hWaveOut, &WaveHDR, sizeof(WaveHDR));
|
||||
waveOutWrite(hWaveOut, &WaveHDR, sizeof(WaveHDR));
|
||||
#endif
|
||||
|
||||
#else
|
||||
Leviathan::Editor editor = Leviathan::Editor();
|
||||
editor.updateShaders(&pidMain, &pidPost, true);
|
||||
@ -95,6 +97,9 @@ int __cdecl main(int argc, char* argv[])
|
||||
// main loop
|
||||
do
|
||||
{
|
||||
float syncs[1 + SU_NUMSYNCS];
|
||||
|
||||
|
||||
#ifdef EDITOR_CONTROLS
|
||||
editor.beginFrame(timeGetTime());
|
||||
#endif
|
||||
@ -118,15 +123,32 @@ int __cdecl main(int argc, char* argv[])
|
||||
glColor3ui(MMTime.u.sample, 0, 0);
|
||||
#else
|
||||
// remember to divide your shader time variable with the SAMPLE_RATE (44100 with 4klang)
|
||||
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, MMTime.u.sample);
|
||||
//((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, MMTime.u.sample);
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
position = track.getTime();
|
||||
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0)));
|
||||
|
||||
#endif
|
||||
|
||||
syncs[0] = MMTime.u.sample / (2 * sizeof(SUsample));
|
||||
|
||||
for (int i = 0; i < SU_NUMSYNCS; ++i)
|
||||
{
|
||||
syncs[i + 1] = syncBuf[
|
||||
(MMTime.u.sample >> 8) * SU_NUMSYNCS + i
|
||||
];
|
||||
}
|
||||
|
||||
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
|
||||
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
|
||||
|
||||
glRects(-1, -1, 1, 1);
|
||||
|
||||
//syncs[0] = -syncs[0];
|
||||
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
|
||||
|
||||
// render "post process" using the opengl backbuffer
|
||||
#if POST_PASS
|
||||
glBindTexture(GL_TEXTURE_2D, 1);
|
||||
|
||||
439
src/shaders/_fragment.frag
Normal file
439
src/shaders/_fragment.frag
Normal file
@ -0,0 +1,439 @@
|
||||
/* uses some snippets from:
|
||||
* "Seascape" by Alexander Alekseev aka TDM - 2014
|
||||
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
* Contact: tdmaav@gmail.com
|
||||
*/
|
||||
|
||||
//precision mediump float;
|
||||
#version 460
|
||||
uniform int m;
|
||||
out vec4 o;
|
||||
float u_time = m/float(44100);
|
||||
const float PI = 22./7.;
|
||||
|
||||
vec3 no(vec3 v) { return normalize(v); }
|
||||
float cl(float a, float b, float c) { return clamp(a,b,c); }
|
||||
|
||||
// Rotate
|
||||
mat2 rot2D(float angle) {
|
||||
float s = sin(angle), c = cos(angle);
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
float smax( float a, float b, float k )
|
||||
{
|
||||
float h = max(k-abs(a-b),0.0);
|
||||
return max(a, b) + h*h*0.25/k;
|
||||
}
|
||||
|
||||
float hash(vec2 p, int algo)
|
||||
{
|
||||
if (algo == 1) {
|
||||
float h = dot(p,vec2(127.1,311.7));
|
||||
return fract(sin(h)*43758.5453123);
|
||||
}
|
||||
p = 50. * fract( p*0.3183099);
|
||||
return fract( p.x*p.y*(p.x+p.y) );
|
||||
}
|
||||
|
||||
float noise(vec2 p, float scale, int a)
|
||||
{
|
||||
vec2 i = floor( p ),
|
||||
f = fract( p ),
|
||||
u = f*f*(3.-2.*f);
|
||||
float sc = scale;
|
||||
if (a == 1) sc = 2.;
|
||||
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
|
||||
hash( i + vec2(1.0,0.0), a ), u.x),
|
||||
mix( hash( i + vec2(0.0,1.0), a),
|
||||
hash( i + vec2(1.), a), u.x), u.y);
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// GEOMETRY //
|
||||
/////////////////
|
||||
/*float sdSphere(vec3 p, float r) {
|
||||
return length(p)-r;
|
||||
}*/
|
||||
|
||||
float sdCappedCylinder( vec3 p, float h, float r )
|
||||
{
|
||||
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
float sdBox2(vec3 p, vec3 b) {
|
||||
vec3 q = abs(p) - b;
|
||||
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
|
||||
}
|
||||
|
||||
float sdTriPrism( vec3 p, vec2 h, float rot )
|
||||
{
|
||||
p.xy *= rot2D(rot);
|
||||
vec3 q = abs(p);
|
||||
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
|
||||
}
|
||||
|
||||
float sdPyramid( vec3 p, float s)
|
||||
{
|
||||
p = abs(p);
|
||||
return (p.x+p.y+p.z-s)*0.577;// 35027;
|
||||
}
|
||||
|
||||
//////////////////
|
||||
// ANIMATION //
|
||||
//////////////////
|
||||
|
||||
// POSITIONS
|
||||
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
|
||||
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
|
||||
|
||||
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
|
||||
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
|
||||
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
|
||||
|
||||
// DELAYS
|
||||
float STARTDELAY = 9., glow = 0.;
|
||||
|
||||
// POSITIONS
|
||||
|
||||
|
||||
// COLORS
|
||||
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
|
||||
|
||||
// with duration d, startTime s and speed up with timeFact
|
||||
float timedSine(vec3 i) {
|
||||
return min((u_time - i.y)*i.z, i.x*PI);
|
||||
}
|
||||
|
||||
float calcFactor (float startTime)
|
||||
{
|
||||
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
|
||||
}
|
||||
|
||||
// Animate ring movements
|
||||
vec3 ringAnim(vec3 p) {
|
||||
for (float i = 0.; i < 7.; i++) {
|
||||
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
|
||||
if(u_time > rotateDelay) {
|
||||
if(mod(i,2.) >= 1.) o = -1.;
|
||||
p.xy *= rot2D(calcFactor(rotateDelay)*o);
|
||||
}
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
// Animate prism movements
|
||||
float prismAnim(vec2 i) {
|
||||
if(u_time >= i.y) {
|
||||
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
|
||||
}
|
||||
return i.x;
|
||||
}
|
||||
|
||||
//////////////
|
||||
// SCENE //
|
||||
//////////////
|
||||
float sea_octave(vec2 uv, float choppy) {
|
||||
uv += noise(uv, 1., 1);
|
||||
vec2 wv = 1.0-abs(sin(uv));
|
||||
wv = mix(wv, abs(cos(uv)),wv);
|
||||
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
|
||||
}
|
||||
|
||||
vec3 map(vec3 p, int displace)
|
||||
{
|
||||
float mat = 0., glo = 1e3,
|
||||
// Ring boxes
|
||||
an = PI/12.,
|
||||
step,
|
||||
anRot = floor(atan(p.y,p.x)/an + .5)*an;
|
||||
vec3 q = p;
|
||||
q.xy = rot2D(anRot)*q.xy;
|
||||
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
|
||||
|
||||
// Main ring
|
||||
d2 = abs(length(p.xy) - 1.8) - .2;
|
||||
d = min(d,d2);
|
||||
|
||||
// Inner ring
|
||||
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
|
||||
d = max(-d2,d);
|
||||
|
||||
// Depth slice rings
|
||||
d = smax( d, abs(p.z)-.1, .02 );
|
||||
|
||||
//Rotating glyphs
|
||||
vec3 p2 = ringAnim(p), q2=p2;
|
||||
an = PI/16.;
|
||||
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
|
||||
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat = 6.;
|
||||
|
||||
// Gate Base
|
||||
d2 = 1e3;
|
||||
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
|
||||
for(int i = 0; i < 4; i++) {
|
||||
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
|
||||
d2 = min(d2, step);
|
||||
stepDist += .2;
|
||||
}
|
||||
d2 += noise(p.xz * 50.+200., .007, 0);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat = 2.0;
|
||||
|
||||
if (displace == 1) {
|
||||
vec2 uv = p.xy;
|
||||
for(int i = 0; i < 4; i++) {
|
||||
d3 = sea_octave((uv+u_time)*freq,choppy);
|
||||
d3 += sea_octave((uv-u_time)*freq,choppy);
|
||||
h += d3 * amp;
|
||||
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
|
||||
choppy = mix(choppy,1.0,0.4);
|
||||
}
|
||||
}
|
||||
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
|
||||
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
|
||||
d = min(d, d2);
|
||||
if (d==d2) {
|
||||
mat = 1.0;
|
||||
}
|
||||
|
||||
// sand
|
||||
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
|
||||
d = min(d,d2);
|
||||
if (d==d2) mat = 3.0;
|
||||
|
||||
// pyradmid
|
||||
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat=3.;
|
||||
// Prisms
|
||||
for(float i = 0.; i < 8.; i++ ) {
|
||||
q = p;
|
||||
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
|
||||
|
||||
// Nudge first and the last prism out of the ground
|
||||
if (i == 1.) anRot += .2;
|
||||
if (i == 7.) anRot -= .2;
|
||||
q.xy = rot2D(anRot) * q.xy;
|
||||
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
|
||||
// We can now call each prism by it's index
|
||||
// draw all except the middle bottom prism
|
||||
if (i > 0.) {
|
||||
q.x -= 1.95;
|
||||
vec3 q2 = q; // new point for movable parts
|
||||
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
|
||||
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
|
||||
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
|
||||
d2 = min(d2, prismTop);
|
||||
d = min(d, d2);
|
||||
// glyph locking thing material
|
||||
if (d == d2) mat = 4.;
|
||||
// glyph locking prism material
|
||||
if( d == prismTop) if(u_time > rotateDelay + .2) {
|
||||
mat = 5.;
|
||||
glo = min(d2, prismTop);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return vec3( d, mat, glo);
|
||||
}
|
||||
|
||||
////////////////
|
||||
// DRAWING //
|
||||
////////////////
|
||||
|
||||
float rayMarch(vec3 ro, vec3 rd, int a) {
|
||||
vec3 d;
|
||||
float t = 0.; // total distance travelled
|
||||
// Raymarching
|
||||
for (int i = 0; i < 100; i++) {
|
||||
d = map(ro + rd * t, 0); // Get distance to objects
|
||||
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
|
||||
t += d.x; // "march" the ray
|
||||
if (d.x < 1e-3 || t > 500.) break;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
vec3 getNormal(vec3 p) {
|
||||
vec2 e = vec2(.01, 0.);
|
||||
vec3 n = map(p, 1).x - vec3(
|
||||
map(p-e.xyy,1).x,
|
||||
map(p-e.yxy,1).x,
|
||||
map(p-e.yyx,1).x);
|
||||
return no(n);
|
||||
}
|
||||
|
||||
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
|
||||
vec3 l = no(lightPos - p);
|
||||
float len = length( lightPos - p ); // Distance from the light to the surface point.
|
||||
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
|
||||
d = rayMarch(p+n*.0025, l, 1);
|
||||
if(d<length(lightPos-p)) dif *= shadow;
|
||||
return dif;
|
||||
}
|
||||
|
||||
// lighting
|
||||
float diffuse(vec3 n,vec3 l,float p) {
|
||||
return pow(dot(n,l) * 0.4 + 0.6,p);
|
||||
}
|
||||
|
||||
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
|
||||
float nrm = (specular + 8.0) / (PI * 8.0);
|
||||
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
|
||||
}
|
||||
|
||||
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
|
||||
|
||||
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
|
||||
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
|
||||
color += vec3(specular(n,l,eye,60.0))*0.2;
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
|
||||
vec3(0.93, 0.37, 0.16), // yellow
|
||||
pow(max( dot(rd, lightDir), 0.) ,8.));
|
||||
return mix( col, fogColor, 1.0 - exp(-t*b) );
|
||||
}
|
||||
|
||||
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
|
||||
{
|
||||
vec3 f = no(l-p),
|
||||
r = no(cross(vec3(0.,1.,0.), f)),
|
||||
u = cross(f,r),
|
||||
c = f*z,
|
||||
i = c + uv.x*r + uv.y*u,
|
||||
d = no(i);
|
||||
return d;
|
||||
}
|
||||
|
||||
vec3 postProcess(vec3 col) {
|
||||
// Vignette
|
||||
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
|
||||
// Colour mapping
|
||||
col *= vec3(.9, 0.8, 0.7);
|
||||
// gamma
|
||||
col = pow( col, vec3(.45) );
|
||||
// Contrast = a
|
||||
col = smoothstep(0., 1., col);
|
||||
|
||||
// fade out at the end
|
||||
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 cameraPos()
|
||||
{
|
||||
// first zoom in to the gate
|
||||
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
|
||||
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
|
||||
// close up shot for 1st glyph lock
|
||||
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
|
||||
// zoom away for 2nd glyph animation
|
||||
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
|
||||
if (u_time > 14.5) {
|
||||
cPos = vec3(0., 0., 4.);
|
||||
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
|
||||
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
|
||||
}
|
||||
if (u_time > 23.5)
|
||||
{
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
}
|
||||
if (u_time > 32.5)
|
||||
{
|
||||
cPos = vec3(-20.,10.,50.);
|
||||
}
|
||||
if (u_time > 36.5) {
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
|
||||
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
|
||||
}
|
||||
|
||||
return cPos;
|
||||
}
|
||||
|
||||
vec3 cameraPointAt() {
|
||||
vec3 p = vec3(0., -.5, 0.);
|
||||
// look at 1st glyph
|
||||
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
|
||||
// look gate at distance
|
||||
if(u_time > 12.) p = vec3(0.);
|
||||
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
|
||||
if(u_time > 23.5) p = vec3(0.);
|
||||
return p;
|
||||
}
|
||||
|
||||
// flash screen with glyph color when it is locked
|
||||
vec3 colorFlashesAnim(vec3 col) {
|
||||
if(u_time > 10.75) {
|
||||
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
|
||||
col = mix(col, chevronColor * (x * 1.4), x *.76);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
|
||||
{
|
||||
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
|
||||
}
|
||||
|
||||
vec3 sceneGate(vec2 uv)
|
||||
{
|
||||
// Initialization
|
||||
vec3 ro = cameraPos(),
|
||||
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)),
|
||||
col = vec3(0.);
|
||||
float d = rayMarch(ro, rd,0), mat = 0.;
|
||||
|
||||
if (d < 500.) {
|
||||
// Lighting
|
||||
vec3 p = ro + rd * d,
|
||||
n = getNormal(p);
|
||||
mat = map(p,0).y;
|
||||
// Light 1 Arguments
|
||||
// 1: Ray starting point
|
||||
// 2: Light position
|
||||
// 3: Light intensity
|
||||
// 4: Shadow intensity
|
||||
|
||||
// Lights
|
||||
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10);
|
||||
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10);
|
||||
col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1);
|
||||
// indirect lightning -> vec3 in normalize is light direction
|
||||
col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
|
||||
|
||||
if(mat==0.)
|
||||
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
|
||||
if(mat==1.)
|
||||
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
|
||||
if(mat==2.)
|
||||
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
|
||||
if(mat==3.)
|
||||
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
|
||||
if(mat==4.)
|
||||
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
|
||||
if(mat ==5.)
|
||||
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
|
||||
if(mat == 6.)
|
||||
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
|
||||
}
|
||||
col += glow * chevronColor*.25;
|
||||
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 u_resolution = vec2(1920,1080);
|
||||
vec2 qor = gl_FragCoord.xy/u_resolution.xy;
|
||||
vec2 resoultion = -1.0+2.0*qor;
|
||||
resoultion.x *= u_resolution.x/u_resolution.y;
|
||||
o = vec4(sceneGate( resoultion ),1.);
|
||||
}
|
||||
@ -1,439 +1,31 @@
|
||||
/* uses some snippets from:
|
||||
* "Seascape" by Alexander Alekseev aka TDM - 2014
|
||||
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
* Contact: tdmaav@gmail.com
|
||||
*/
|
||||
|
||||
//precision mediump float;
|
||||
#version 460
|
||||
uniform int m;
|
||||
precision mediump float;
|
||||
out vec4 o;
|
||||
float u_time = m/float(44100);
|
||||
const float PI = 22./7.;
|
||||
layout(location = 0) uniform float syncs[7];
|
||||
float u_time = syncs[0]/44100.;
|
||||
|
||||
vec3 no(vec3 v) { return normalize(v); }
|
||||
float cl(float a, float b, float c) { return clamp(a,b,c); }
|
||||
vec3 render(vec2 uv, float time) {
|
||||
|
||||
// Rotate
|
||||
mat2 rot2D(float angle) {
|
||||
float s = sin(angle), c = cos(angle);
|
||||
return mat2(c, -s, s, c);
|
||||
if (uv.y >= 0.0 && uv.y <= 0.01 ) {
|
||||
return vec3(abs(syncs[5]));
|
||||
}
|
||||
|
||||
float smax( float a, float b, float k )
|
||||
{
|
||||
float h = max(k-abs(a-b),0.0);
|
||||
return max(a, b) + h*h*0.25/k;
|
||||
}
|
||||
|
||||
float hash(vec2 p, int algo)
|
||||
{
|
||||
if (algo == 1) {
|
||||
float h = dot(p,vec2(127.1,311.7));
|
||||
return fract(sin(h)*43758.5453123);
|
||||
}
|
||||
p = 50. * fract( p*0.3183099);
|
||||
return fract( p.x*p.y*(p.x+p.y) );
|
||||
}
|
||||
|
||||
float noise(vec2 p, float scale, int a)
|
||||
{
|
||||
vec2 i = floor( p ),
|
||||
f = fract( p ),
|
||||
u = f*f*(3.-2.*f);
|
||||
float sc = scale;
|
||||
if (a == 1) sc = 2.;
|
||||
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
|
||||
hash( i + vec2(1.0,0.0), a ), u.x),
|
||||
mix( hash( i + vec2(0.0,1.0), a),
|
||||
hash( i + vec2(1.), a), u.x), u.y);
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// GEOMETRY //
|
||||
/////////////////
|
||||
/*float sdSphere(vec3 p, float r) {
|
||||
return length(p)-r;
|
||||
}*/
|
||||
|
||||
float sdCappedCylinder( vec3 p, float h, float r )
|
||||
{
|
||||
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
float sdBox2(vec3 p, vec3 b) {
|
||||
vec3 q = abs(p) - b;
|
||||
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
|
||||
}
|
||||
|
||||
float sdTriPrism( vec3 p, vec2 h, float rot )
|
||||
{
|
||||
p.xy *= rot2D(rot);
|
||||
vec3 q = abs(p);
|
||||
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
|
||||
}
|
||||
|
||||
float sdPyramid( vec3 p, float s)
|
||||
{
|
||||
p = abs(p);
|
||||
return (p.x+p.y+p.z-s)*0.577;// 35027;
|
||||
}
|
||||
|
||||
//////////////////
|
||||
// ANIMATION //
|
||||
//////////////////
|
||||
|
||||
// POSITIONS
|
||||
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
|
||||
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
|
||||
|
||||
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
|
||||
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
|
||||
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
|
||||
|
||||
// DELAYS
|
||||
float STARTDELAY = 9., glow = 0.;
|
||||
|
||||
// POSITIONS
|
||||
|
||||
|
||||
// COLORS
|
||||
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
|
||||
|
||||
// with duration d, startTime s and speed up with timeFact
|
||||
float timedSine(vec3 i) {
|
||||
return min((u_time - i.y)*i.z, i.x*PI);
|
||||
}
|
||||
|
||||
float calcFactor (float startTime)
|
||||
{
|
||||
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
|
||||
}
|
||||
|
||||
// Animate ring movements
|
||||
vec3 ringAnim(vec3 p) {
|
||||
for (float i = 0.; i < 7.; i++) {
|
||||
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
|
||||
if(u_time > rotateDelay) {
|
||||
if(mod(i,2.) >= 1.) o = -1.;
|
||||
p.xy *= rot2D(calcFactor(rotateDelay)*o);
|
||||
}
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
// Animate prism movements
|
||||
float prismAnim(vec2 i) {
|
||||
if(u_time >= i.y) {
|
||||
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
|
||||
}
|
||||
return i.x;
|
||||
}
|
||||
|
||||
//////////////
|
||||
// SCENE //
|
||||
//////////////
|
||||
float sea_octave(vec2 uv, float choppy) {
|
||||
uv += noise(uv, 1., 1);
|
||||
vec2 wv = 1.0-abs(sin(uv));
|
||||
wv = mix(wv, abs(cos(uv)),wv);
|
||||
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
|
||||
}
|
||||
|
||||
vec3 map(vec3 p, int displace)
|
||||
{
|
||||
float mat = 0., glo = 1e3,
|
||||
// Ring boxes
|
||||
an = PI/12.,
|
||||
step,
|
||||
anRot = floor(atan(p.y,p.x)/an + .5)*an;
|
||||
vec3 q = p;
|
||||
q.xy = rot2D(anRot)*q.xy;
|
||||
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
|
||||
|
||||
// Main ring
|
||||
d2 = abs(length(p.xy) - 1.8) - .2;
|
||||
d = min(d,d2);
|
||||
|
||||
// Inner ring
|
||||
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
|
||||
d = max(-d2,d);
|
||||
|
||||
// Depth slice rings
|
||||
d = smax( d, abs(p.z)-.1, .02 );
|
||||
|
||||
//Rotating glyphs
|
||||
vec3 p2 = ringAnim(p), q2=p2;
|
||||
an = PI/16.;
|
||||
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
|
||||
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat = 6.;
|
||||
|
||||
// Gate Base
|
||||
d2 = 1e3;
|
||||
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
|
||||
for(int i = 0; i < 4; i++) {
|
||||
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
|
||||
d2 = min(d2, step);
|
||||
stepDist += .2;
|
||||
}
|
||||
d2 += noise(p.xz * 50.+200., .007, 0);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat = 2.0;
|
||||
|
||||
if (displace == 1) {
|
||||
vec2 uv = p.xy;
|
||||
for(int i = 0; i < 4; i++) {
|
||||
d3 = sea_octave((uv+u_time)*freq,choppy);
|
||||
d3 += sea_octave((uv-u_time)*freq,choppy);
|
||||
h += d3 * amp;
|
||||
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
|
||||
choppy = mix(choppy,1.0,0.4);
|
||||
}
|
||||
}
|
||||
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
|
||||
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
|
||||
d = min(d, d2);
|
||||
if (d==d2) {
|
||||
mat = 1.0;
|
||||
}
|
||||
|
||||
// sand
|
||||
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
|
||||
d = min(d,d2);
|
||||
if (d==d2) mat = 3.0;
|
||||
|
||||
// pyradmid
|
||||
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat=3.;
|
||||
// Prisms
|
||||
for(float i = 0.; i < 8.; i++ ) {
|
||||
q = p;
|
||||
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
|
||||
|
||||
// Nudge first and the last prism out of the ground
|
||||
if (i == 1.) anRot += .2;
|
||||
if (i == 7.) anRot -= .2;
|
||||
q.xy = rot2D(anRot) * q.xy;
|
||||
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
|
||||
// We can now call each prism by it's index
|
||||
// draw all except the middle bottom prism
|
||||
if (i > 0.) {
|
||||
q.x -= 1.95;
|
||||
vec3 q2 = q; // new point for movable parts
|
||||
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
|
||||
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
|
||||
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
|
||||
d2 = min(d2, prismTop);
|
||||
d = min(d, d2);
|
||||
// glyph locking thing material
|
||||
if (d == d2) mat = 4.;
|
||||
// glyph locking prism material
|
||||
if( d == prismTop) if(u_time > rotateDelay + .2) {
|
||||
mat = 5.;
|
||||
glo = min(d2, prismTop);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return vec3( d, mat, glo);
|
||||
}
|
||||
|
||||
////////////////
|
||||
// DRAWING //
|
||||
////////////////
|
||||
|
||||
float rayMarch(vec3 ro, vec3 rd, int a) {
|
||||
vec3 d;
|
||||
float t = 0.; // total distance travelled
|
||||
// Raymarching
|
||||
for (int i = 0; i < 100; i++) {
|
||||
d = map(ro + rd * t, 0); // Get distance to objects
|
||||
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
|
||||
t += d.x; // "march" the ray
|
||||
if (d.x < 1e-3 || t > 500.) break;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
vec3 getNormal(vec3 p) {
|
||||
vec2 e = vec2(.01, 0.);
|
||||
vec3 n = map(p, 1).x - vec3(
|
||||
map(p-e.xyy,1).x,
|
||||
map(p-e.yxy,1).x,
|
||||
map(p-e.yyx,1).x);
|
||||
return no(n);
|
||||
}
|
||||
|
||||
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
|
||||
vec3 l = no(lightPos - p);
|
||||
float len = length( lightPos - p ); // Distance from the light to the surface point.
|
||||
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
|
||||
d = rayMarch(p+n*.0025, l, 1);
|
||||
if(d<length(lightPos-p)) dif *= shadow;
|
||||
return dif;
|
||||
}
|
||||
|
||||
// lighting
|
||||
float diffuse(vec3 n,vec3 l,float p) {
|
||||
return pow(dot(n,l) * 0.4 + 0.6,p);
|
||||
}
|
||||
|
||||
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
|
||||
float nrm = (specular + 8.0) / (PI * 8.0);
|
||||
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
|
||||
}
|
||||
|
||||
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
|
||||
|
||||
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
|
||||
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
|
||||
color += vec3(specular(n,l,eye,60.0))*0.2;
|
||||
return color;
|
||||
if (uv.y >= -0.21 && uv.y <= -0.2 ) {
|
||||
return vec3(abs(syncs[6]*1.3));
|
||||
}
|
||||
|
||||
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
|
||||
vec3(0.93, 0.37, 0.16), // yellow
|
||||
pow(max( dot(rd, lightDir), 0.) ,8.));
|
||||
return mix( col, fogColor, 1.0 - exp(-t*b) );
|
||||
return vec3(0.1, 0.2, 0.3);
|
||||
|
||||
}
|
||||
|
||||
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
|
||||
{
|
||||
vec3 f = no(l-p),
|
||||
r = no(cross(vec3(0.,1.,0.), f)),
|
||||
u = cross(f,r),
|
||||
c = f*z,
|
||||
i = c + uv.x*r + uv.y*u,
|
||||
d = no(i);
|
||||
return d;
|
||||
}
|
||||
|
||||
vec3 postProcess(vec3 col) {
|
||||
// Vignette
|
||||
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
|
||||
// Colour mapping
|
||||
col *= vec3(.9, 0.8, 0.7);
|
||||
// gamma
|
||||
col = pow( col, vec3(.45) );
|
||||
// Contrast = a
|
||||
col = smoothstep(0., 1., col);
|
||||
|
||||
// fade out at the end
|
||||
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 cameraPos()
|
||||
{
|
||||
// first zoom in to the gate
|
||||
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
|
||||
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
|
||||
// close up shot for 1st glyph lock
|
||||
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
|
||||
// zoom away for 2nd glyph animation
|
||||
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
|
||||
if (u_time > 14.5) {
|
||||
cPos = vec3(0., 0., 4.);
|
||||
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
|
||||
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
|
||||
}
|
||||
if (u_time > 23.5)
|
||||
{
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
}
|
||||
if (u_time > 32.5)
|
||||
{
|
||||
cPos = vec3(-20.,10.,50.);
|
||||
}
|
||||
if (u_time > 36.5) {
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
|
||||
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
|
||||
}
|
||||
|
||||
return cPos;
|
||||
}
|
||||
|
||||
vec3 cameraPointAt() {
|
||||
vec3 p = vec3(0., -.5, 0.);
|
||||
// look at 1st glyph
|
||||
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
|
||||
// look gate at distance
|
||||
if(u_time > 12.) p = vec3(0.);
|
||||
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
|
||||
if(u_time > 23.5) p = vec3(0.);
|
||||
return p;
|
||||
}
|
||||
|
||||
// flash screen with glyph color when it is locked
|
||||
vec3 colorFlashesAnim(vec3 col) {
|
||||
if(u_time > 10.75) {
|
||||
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
|
||||
col = mix(col, chevronColor * (x * 1.4), x *.76);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
|
||||
{
|
||||
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
|
||||
}
|
||||
|
||||
vec3 sceneGate(vec2 uv)
|
||||
{
|
||||
// Initialization
|
||||
vec3 ro = cameraPos(),
|
||||
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)),
|
||||
col = vec3(0.);
|
||||
float d = rayMarch(ro, rd,0), mat = 0.;
|
||||
|
||||
if (d < 500.) {
|
||||
// Lighting
|
||||
vec3 p = ro + rd * d,
|
||||
n = getNormal(p);
|
||||
mat = map(p,0).y;
|
||||
// Light 1 Arguments
|
||||
// 1: Ray starting point
|
||||
// 2: Light position
|
||||
// 3: Light intensity
|
||||
// 4: Shadow intensity
|
||||
|
||||
// Lights
|
||||
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10);
|
||||
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10);
|
||||
col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1);
|
||||
// indirect lightning -> vec3 in normalize is light direction
|
||||
col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
|
||||
|
||||
if(mat==0.)
|
||||
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
|
||||
if(mat==1.)
|
||||
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
|
||||
if(mat==2.)
|
||||
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
|
||||
if(mat==3.)
|
||||
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
|
||||
if(mat==4.)
|
||||
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
|
||||
if(mat ==5.)
|
||||
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
|
||||
if(mat == 6.)
|
||||
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
|
||||
}
|
||||
col += glow * chevronColor*.25;
|
||||
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 u_resolution = vec2(1920,1080);
|
||||
vec2 qor = gl_FragCoord.xy/u_resolution.xy;
|
||||
vec2 resoultion = -1.0+2.0*qor;
|
||||
resoultion.x *= u_resolution.x/u_resolution.y;
|
||||
o = vec4(sceneGate( resoultion ),1.);
|
||||
vec2 uv = -1.0+2.0*qor;
|
||||
uv.x *= uv.x/u_resolution.y;
|
||||
vec3 col = render(uv, u_time);
|
||||
o = vec4(col,1.0);
|
||||
}
|
||||
@ -1,303 +1,27 @@
|
||||
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
|
||||
#ifndef FRAGMENT_INL_
|
||||
# define FRAGMENT_INL_
|
||||
# define VAR_m "v"
|
||||
# define VAR_o "i"
|
||||
# define VAR_o "f"
|
||||
# define VAR_syncs "v"
|
||||
|
||||
const char *fragment_frag =
|
||||
"#version 460\n"
|
||||
"uniform int v;"
|
||||
"out vec4 i;"
|
||||
"float y=v/float(44100);"
|
||||
"precision mediump float;"
|
||||
"out vec4 f;"
|
||||
"const float m=22./7.;"
|
||||
"vec3 f(vec3 v)"
|
||||
"{"
|
||||
"return normalize(v);"
|
||||
"}"
|
||||
"float f(float v,float f,float y)"
|
||||
"{"
|
||||
"return clamp(v,f,y);"
|
||||
"}"
|
||||
"mat2 f(float v)"
|
||||
"{"
|
||||
"float f=sin(v);"
|
||||
"v=cos(v);"
|
||||
"return mat2(v,-f,f,v);"
|
||||
"}"
|
||||
"float n(float v,float f,float y)"
|
||||
"{"
|
||||
"float z=max(y-abs(v-f),0.);"
|
||||
"return max(v,f)+z*z*.25/y;"
|
||||
"}"
|
||||
"float f(vec2 v,int y)"
|
||||
"{"
|
||||
"if(y==1)"
|
||||
"{"
|
||||
"float y=dot(v,vec2(127.1,311.7));"
|
||||
"return fract(sin(y)*43758.5453123);"
|
||||
"}"
|
||||
"v=50.*fract(v*.3183099);"
|
||||
"return fract(v.x*v.y*(v.x+v.y));"
|
||||
"}"
|
||||
"float f(vec2 v,float y,int m)"
|
||||
"{"
|
||||
"vec2 s=floor(v);"
|
||||
"v=fract(v);"
|
||||
"v=v*v*(3.-2.*v);"
|
||||
"float z=y;"
|
||||
"if(m==1)"
|
||||
"z=2.;"
|
||||
"return-y+z*mix(mix(f(s+vec2(0),m),f(s+vec2(1,0),m),v.x),mix(f(s+vec2(0,1),m),f(s+vec2(1),m),v.x),v.y);"
|
||||
"}"
|
||||
"float f(vec3 v,float f,float y)"
|
||||
"{"
|
||||
"vec2 m=abs(vec2(length(v.xy),v.z))-vec2(y,f);"
|
||||
"return min(max(m.x,m.y),0.)+length(max(m,0.));"
|
||||
"}"
|
||||
"float f(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"v=abs(v)-y;"
|
||||
"return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
|
||||
"}"
|
||||
"float f(vec3 v,vec2 y)"
|
||||
"{"
|
||||
"v.xy*=f(.5);"
|
||||
"vec3 m=abs(v);"
|
||||
"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
|
||||
"}"
|
||||
"float n(vec3 v)"
|
||||
"{"
|
||||
"v=abs(v);"
|
||||
"return(v.x+v.y+v.z-60.)*.577;"
|
||||
"}"
|
||||
"float x=0.;"
|
||||
"vec3 z=vec3(.36,.9,0);"
|
||||
"float s(vec3 v)"
|
||||
"{"
|
||||
"return min((y-v.y)*v.z,v.x*m);"
|
||||
"}"
|
||||
"vec3 t(vec3 v)"
|
||||
"{"
|
||||
"for(float i=0.;i<7.;i++)"
|
||||
"{"
|
||||
"float m=9.+i*3.,z=1.;"
|
||||
"if(y>m)"
|
||||
"{"
|
||||
"if(mod(i,2.)>=1.)"
|
||||
"z=-1.;"
|
||||
"v.xy*=f((9.+9.*f(sin(s(vec3(1.5,m,4))*.06),-.9,.9))*z);"
|
||||
"}"
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"float f(vec2 v)"
|
||||
"{"
|
||||
"if(y>=v.y)"
|
||||
"v.x+=.045*f(sin(s(vec3(3,v.y,40))*.4),-.8,.8);"
|
||||
"return v.x;"
|
||||
"}"
|
||||
"float f(vec2 v,float y)"
|
||||
"{"
|
||||
"v+=f(v,1.,1);"
|
||||
"vec2 m=1.-abs(sin(v));"
|
||||
"m=mix(m,abs(cos(v)),m);"
|
||||
"return pow(1.-pow(m.x*m.y,.65),y);"
|
||||
"}"
|
||||
"vec3 f(vec3 v,int s)"
|
||||
"{"
|
||||
"float z=0.,i=1e3,r=m/12.,x,a=floor(atan(v.y,v.x)/r+.5)*r;"
|
||||
"vec3 d=v;"
|
||||
"d.xy=f(a)*d.xy;"
|
||||
"float p=length(max(abs(d.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,c=abs(length(v.xy)-1.8)-.2;"
|
||||
"p=min(p,c);"
|
||||
"c=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
|
||||
"p=n(max(-c,p),abs(v.z)-.1,.02);"
|
||||
"vec3 l=t(v),o=l;"
|
||||
"r=m/16.;"
|
||||
"o.xy=f(floor(atan(l.y,l.x)/r+.5)*r)*o.xy;"
|
||||
"c=f(o.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+f(v.xy*1e2,.001,0);"
|
||||
"p=min(p,c);"
|
||||
"if(p==c)"
|
||||
"z=6.;"
|
||||
"c=1e3;"
|
||||
"r=1.5;"
|
||||
"float e=0.,b,C=4.,F=.6,G=.2;"
|
||||
"for(int i=0;i<4;i++)"
|
||||
"x=f(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,c=min(c,x),r+=.2;"
|
||||
"c+=f(v.xz*50.+2e2,.007,0);"
|
||||
"p=min(p,c);"
|
||||
"if(p==c)"
|
||||
"z=2.;"
|
||||
"if(s==1)"
|
||||
"{"
|
||||
"vec2 m=v.xy;"
|
||||
"for(int i=0;i<4;i++)"
|
||||
"b=f((m+y)*F,C)+f((m-y)*F,C),e+=b*G,m*=mat2(1.6,1.2,-1.2,1.6),F*=1.9,G*=.22,C=mix(C,1.,.4);"
|
||||
"}"
|
||||
"c=max(max(-f(v,2.,min(1.7-(y-28.9)*2.5,2.3)),f(v,.025,1.6)-e*.15),f(v,.3,1.7));"
|
||||
"p=min(p,c);"
|
||||
"if(p==c)"
|
||||
"z=1.;"
|
||||
"c=v.y+3.7+f(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);"
|
||||
"p=min(p,c);"
|
||||
"if(p==c)"
|
||||
"z=3.;"
|
||||
"c=n(v+vec3(-75,0,100));"
|
||||
"p=min(p,c);"
|
||||
"if(p==c)"
|
||||
"z=3.;"
|
||||
"for(float r=0.;r<8.;r++)"
|
||||
"{"
|
||||
"d=v;"
|
||||
"a=24.67/(m*2.)+(r+1.)*m/4.;"
|
||||
"if(r==1.)"
|
||||
"a+=.2;"
|
||||
"if(r==7.)"
|
||||
"a-=.2;"
|
||||
"d.xy=f(a)*d.xy;"
|
||||
"float x=9.+(r-1.)*3.+1.5;"
|
||||
"if(r>0.)"
|
||||
"{"
|
||||
"d.x-=1.95;"
|
||||
"vec3 v=d;"
|
||||
"if(y>x)"
|
||||
"v.x=f(vec2(v.x,x));"
|
||||
"float m=f(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01;"
|
||||
"c=min(max(-f(vec3(v.x-.14,v.yz),vec2(.22))-.01,f(vec3(v),vec2(.2,.12))-.02),m);"
|
||||
"p=min(p,c);"
|
||||
"if(p==c)"
|
||||
"z=4.;"
|
||||
"if(p==m)"
|
||||
"if(y>x+.2)"
|
||||
"z=5.,i=min(c,m);"
|
||||
"}"
|
||||
"}"
|
||||
"return vec3(p,z,i);"
|
||||
"}"
|
||||
"float f(vec3 v,vec3 y,int m)"
|
||||
"{"
|
||||
"vec3 p;"
|
||||
"float i=0.;"
|
||||
"for(int r=0;r<100;r++)"
|
||||
"{"
|
||||
"p=f(v+y*i,0);"
|
||||
"if(m==0&&p.z<.3)"
|
||||
"x+=pow(.01/p.z,.8)*.6;"
|
||||
"i+=p.x;"
|
||||
"if(p.x<.001||i>5e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"return i;"
|
||||
"}"
|
||||
"vec3 w(vec3 v)"
|
||||
"{"
|
||||
"vec2 m=vec2(.01,0);"
|
||||
"return f(f(v,1).x-vec3(f(v-m.xyy,1).x,f(v-m.yxy,1).x,f(v-m.yyx,1)));"
|
||||
"}"
|
||||
"float f(vec3 v,vec3 y,float i,float m,vec3 p,float r)"
|
||||
"{"
|
||||
"vec3 c=f(y-v);"
|
||||
"i=f(dot(p,c)*i,0.,i)/(1.+r*length(y-v));"
|
||||
"r=f(v+p*.0025,c,1);"
|
||||
"if(r<length(y-v))"
|
||||
"i*=m;"
|
||||
"return i;"
|
||||
"}"
|
||||
"float f(vec3 v,vec3 y,vec3 p,float f)"
|
||||
"{"
|
||||
"return pow(max(dot(reflect(p,v),y),0.),f)*((f+8.)/(m*8.));"
|
||||
"}"
|
||||
"vec3 f(vec3 v,vec3 y,vec3 m,vec3 c)"
|
||||
"{"
|
||||
"return vec3(0,.1,.3)+pow(dot(y,m)*.4+.6,60.)*vec3(.11,.16,.18)*.3-vec3(.73,.15,.66)*pow(f(1.-dot(y,-c),0.,1.),.7)+vec3(f(y,m,c,60.))*.2;"
|
||||
"}"
|
||||
"vec3 f(vec2 v,vec3 y,vec3 m,float c)"
|
||||
"{"
|
||||
"y=f(m-y);"
|
||||
"m=f(cross(vec3(0,1,0),y));"
|
||||
"return f(y*c+v.x*m+v.y*cross(y,m));"
|
||||
"}"
|
||||
"vec3 f()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,f(6.-y,2.,6.),f(1e2-y*11.,6.,1e2));"
|
||||
"if(y>7.5)"
|
||||
"v+=vec3(0,f(7.5-y,-1.,0.),0);"
|
||||
"if(y>10.5)"
|
||||
"v=vec3(2,-1,1);"
|
||||
"if(y>12.)"
|
||||
"v=vec3(-1,-.7,4);"
|
||||
"if(y>14.5)"
|
||||
"v=vec3(0,0,4),v.yz*=f(-.6-cos(y-15.)*.05),v.xz*=f(sin((y-16.5)*.1));"
|
||||
"if(y>23.5)"
|
||||
"v=vec3(3,-.7,4);"
|
||||
"if(y>32.5)"
|
||||
"v=vec3(-20,10,50);"
|
||||
"if(y>36.5)"
|
||||
"v=vec3(3,-.7,4),v.yz*=f((1.-cos(y-36.5))*-.025),v.xz*=f(sin((y-36.5)*.07));"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 n()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,-.5,0);"
|
||||
"if(y>10.5)"
|
||||
"v=vec3(1.7,-1.1,0);"
|
||||
"if(y>12.)"
|
||||
"v=vec3(0);"
|
||||
"if(y>14.5)"
|
||||
"v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-16.5)*.13);"
|
||||
"if(y>23.5)"
|
||||
"v=vec3(0);"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 r(vec3 v)"
|
||||
"{"
|
||||
"if(y>10.75)"
|
||||
"{"
|
||||
"float m=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));"
|
||||
"v=mix(v,m*1.4*z,m*.76);"
|
||||
"}"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 f(vec3 v,vec3 y,float m,float c)"
|
||||
"{"
|
||||
"return vec3(f(v,f(vec3(0,.3,.8)),f(y),pow(10.,c)))*m;"
|
||||
"}"
|
||||
"vec3 n(vec2 v)"
|
||||
"{"
|
||||
"vec3 m=f(),p=f(v,m,n(),f((43.-y)*-2.,2.,25.)),i=vec3(0);"
|
||||
"float c=f(m,p,0),s=0.;"
|
||||
"if(c<5e2)"
|
||||
"{"
|
||||
"vec3 v=m+p*c,r=w(v);"
|
||||
"s=f(v,0).y;"
|
||||
"i+=vec3(.82,.5,.9)*f(v,vec3(10,15,25),1.,.2,r,1e-10);"
|
||||
"i+=vec3(.79,.66,.43)*f(v,vec3(4,2,-15),1.,1.,r,1e-10);"
|
||||
"i+=vec3(0,.06,.7)*f(v,vec3(0,0,5),f((y-29.)*1e2,0.,50.),0.,r,3.1);"
|
||||
"i+=vec3(.29,.28,.33)*f(dot(r,f(vec3(0,1,10))),0.,1.);"
|
||||
"if(s==0.)"
|
||||
"i*=vec3(.2,.3,.3)+f(r,p,.5,2.);"
|
||||
"if(s==1.)"
|
||||
"i*=f(v,r,f(vec3(0,.3,.8)),f(p));"
|
||||
"if(s==2.)"
|
||||
"i*=vec3(.7,.7,.4)+f(v.xz*3.+1.5,.1,0);"
|
||||
"if(s==3.)"
|
||||
"i*=vec3(.8,.8,.5)+f(v.xz*5e2+1e5,.3,0);"
|
||||
"if(s==4.)"
|
||||
"i*=vec3(0,.08,.11)+f(r,p,.3,.7);"
|
||||
"if(s==5.)"
|
||||
"i=z*.4;"
|
||||
"if(s==6.)"
|
||||
"i*=vec3(.01,.04,.06)+f(r,p,.1,2.5);"
|
||||
"}"
|
||||
"i+=x*z*.25;"
|
||||
"return smoothstep(0.,1.,pow(r(mix(i,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(p,vec3(0,-.1,-1)),0.),8.)),1.-exp(-c*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(f((46.-y)*.5,0.,1.));"
|
||||
"}"
|
||||
"layout(location=0)uniform float v[7];"
|
||||
"float n=v[0]/441e2;"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 v=vec2(1920,1080),m=gl_FragCoord.xy/v.xy;"
|
||||
"m=-1.+2.*m;"
|
||||
"m.x*=v.x/v.y;"
|
||||
"i=vec4(n(m),1);"
|
||||
"vec2 m=vec2(1920,1080),n=gl_FragCoord.xy/m.xy;"
|
||||
"n=-1.+2.*n;"
|
||||
"n.x*=n.x/m.y;"
|
||||
"vec3 a=n.y>=0.&&n.y<=.01?"
|
||||
"vec3(abs(v[5])):"
|
||||
"n.y>=-.21&&n.y<=-.2?"
|
||||
"vec3(abs(v[6]*1.3)):"
|
||||
"vec3(.1,.2,.3);"
|
||||
"f=vec4(a,1);"
|
||||
"}";
|
||||
|
||||
#endif // FRAGMENT_INL_
|
||||
|
||||
@ -13,6 +13,8 @@
|
||||
#define SU_LENGTH_IN_PATTERNS 108
|
||||
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE)
|
||||
#define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
|
||||
#define SU_NUMSYNCS 6
|
||||
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
|
||||
|
||||
#include <stdint.h>
|
||||
#if UINTPTR_MAX == 0xffffffff
|
||||
@ -33,6 +35,7 @@ typedef float SUsample;
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
#define SU_SYNC
|
||||
void SU_CALLCONV su_render_song(SUsample *buffer);
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user