shader sync toimii

This commit is contained in:
2025-06-24 15:54:17 +03:00
parent 47cb2c965f
commit 134a85111e
11 changed files with 992 additions and 791 deletions

View File

@ -84,10 +84,12 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>out\</OutDir>
<IntDir>bin\debug\</IntDir>
<LinkIncremental>false</LinkIncremental>
<LinkIncremental>
</LinkIncremental>
<ExecutablePath>$(SolutionDir);$(ExecutablePath)</ExecutablePath>
<TargetName>leviathan-debug</TargetName>
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>true</IgnoreImportLibrary>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Editor|Win32'">
<OutDir>out\</OutDir>
@ -138,12 +140,13 @@
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\bin/Debug/Leviathan.tlb</TypeLibraryName>
<HeaderFileName />
<HeaderFileName>
</HeaderFileName>
</Midl>
<ClCompile>
<Optimization>MinSpace</Optimization>
<AdditionalIncludeDirectories>../;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<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>
<PrecompiledHeaderOutputFile>
@ -161,29 +164,50 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Size</FavorSizeOrSpeed>
<OmitFramePointers>true</OmitFramePointers>
<ExceptionHandling>false</ExceptionHandling>
<ExceptionHandling>Sync</ExceptionHandling>
<BufferSecurityCheck>false</BufferSecurityCheck>
<CallingConvention>StdCall</CallingConvention>
<LanguageStandard>stdcpp14</LanguageStandard>
<OmitDefaultLibName>false</OmitDefaultLibName>
<LanguageStandard>
</LanguageStandard>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;opengl32.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>out/leviathan-debug.exe</OutputFile>
<AdditionalDependencies>opengl32.lib;winmm.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>out\leviathan-debug.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<SubSystem>Windows</SubSystem>
<EntryPointSymbol>entrypoint</EntryPointSymbol>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>bin\debug\$(TargetName).pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<DataExecutionPrevention />
<TargetMachine>MachineX86</TargetMachine>
<EntryPointSymbol>entrypoint</EntryPointSymbol>
<AssemblyDebug>true</AssemblyDebug>
<ProgramDatabaseFile>bin\release\$(TargetName).pdb</ProgramDatabaseFile>
<ProfileGuidedDatabase>bin\debug\$(TargetName).pgd</ProfileGuidedDatabase>
<ManifestFile />
<ImageHasSafeExceptionHandlers />
<EnableUAC />
<LinkErrorReporting />
<TypeLibraryResourceID />
</Link>
<Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
<OutputFile>.\bin/Release/Leviathan.bsc</OutputFile>
</Bscmake>
<ProjectReference>
<LinkLibraryDependencies>false</LinkLibraryDependencies>
</ProjectReference>
<PreBuildEvent>
<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>
<Message>Minify user-supplied shader files.</Message>
</PreBuildEvent>
<Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
<OutputFile>$(OutDir)Leviathan.bsc</OutputFile>
@ -324,7 +348,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalOptions>/CRINKLER /RANGE:opengl32 /HASHTRIES:300 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)</AdditionalOptions>
<AdditionalOptions>/RANGE:opengl32 /HASHTRIES:300 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)</AdditionalOptions>
<AdditionalDependencies>opengl32.lib;winmm.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>out\leviathan-release.exe</OutputFile>
<SuppressStartupBanner>
@ -562,7 +586,6 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="src\sointu\sointu.h" />
<ClInclude Include="src\debug.h">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">false</ExcludedFromBuild>
@ -571,6 +594,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
<ClInclude Include="src\definitions.h" />
<ClInclude Include="src\fp.h" />
<ClInclude Include="src\glext.h" />
<ClInclude Include="src\sointu\song.h" />
<ClInclude Include="src\song.h">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Editor|Win32'">false</ExcludedFromBuild>

View File

@ -16,7 +16,6 @@
</ClInclude>
<ClInclude Include="src\song.h" />
<ClInclude Include="src\editor.h" />
<ClInclude Include="src\sointu\sointu.h" />
</ItemGroup>
<ItemGroup>
<None Include="src\shaders\post.inl">
@ -40,7 +39,4 @@
<UniqueIdentifier>{84f225d6-acf8-4151-aab3-e246410cdeba}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<MASM Include="src\sointu\sointu.asm" />
</ItemGroup>
</Project>

View File

@ -1,7 +1,7 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28307.168
# Visual Studio Version 17
VisualStudioVersion = 17.14.36212.18 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Leviathan 2.0", "leviathan.vcxproj", "{59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}"
EndProject

View File

@ -20,9 +20,6 @@ score:
- 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, 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]
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]]
- 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]]
@ -62,6 +59,9 @@ patch:
- 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
View File

@ -0,0 +1,378 @@
bpm: 138
rowsperbeat: 4
score:
tracks:
- numvoices: 2
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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
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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], [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
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- numvoices: 1
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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
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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
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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]]
- 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}

View File

@ -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;

View File

@ -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
View 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.);
}

View File

@ -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);
}

View File

@ -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_

View File

@ -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);