aaltogeneraattori(wip)
This commit is contained in:
@ -606,6 +606,7 @@ 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)'=='Release|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy 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>
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<ClInclude Include="src\waveGenerator.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\editor.cpp">
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<ClCompile Include="src\editor.cpp">
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@ -621,6 +622,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Snapshot|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Snapshot|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\waveGenerator.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="src\shaders\fragment.frag">
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<None Include="src\shaders\fragment.frag">
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@ -5,6 +5,7 @@
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<ClCompile Include="src\song.cpp" />
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<ClCompile Include="src\song.cpp" />
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<ClCompile Include="src\editor.cpp" />
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<ClCompile Include="src\editor.cpp" />
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<ClCompile Include="src\fft.cpp" />
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<ClCompile Include="src\fft.cpp" />
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<ClCompile Include="src\waveGenerator.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\debug.h" />
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<ClInclude Include="src\debug.h" />
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@ -19,6 +20,7 @@
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<ClInclude Include="src\editor.h" />
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<ClInclude Include="src\editor.h" />
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<ClInclude Include="src\sointu\song.h" />
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<ClInclude Include="src\sointu\song.h" />
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<ClInclude Include="src\fft.h" />
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<ClInclude Include="src\fft.h" />
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<ClInclude Include="src\waveGenerator.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="src\shaders\post.inl">
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<None Include="src\shaders\post.inl">
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28
src/main.cpp
28
src/main.cpp
@ -30,6 +30,7 @@
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#endif
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#endif
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#include "fft.h"
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#include "fft.h"
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#include "waveGenerator.h"
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#pragma data_seg(".pids")
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#pragma data_seg(".pids")
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// static allocation saves a few bytes
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// static allocation saves a few bytes
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@ -127,6 +128,9 @@ int __cdecl main(int argc, char* argv[])
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static float fft_output[FFT_SIZE / 2]; // Magnitudes
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static float fft_output[FFT_SIZE / 2]; // Magnitudes
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static float fft_uniform[FFT_SIZE / 4];
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static float fft_uniform[FFT_SIZE / 4];
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static float wave[WAVE_SIZE];
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static float wave_uniform[WAVE_SIZE];
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do
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do
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{
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{
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direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
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direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
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@ -206,6 +210,24 @@ int __cdecl main(int argc, char* argv[])
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
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glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
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/******************
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* WAVE GENERATOR
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*******************/
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waveGenerator(syncs[4], wave);
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for (int i = 0; i < (WAVE_SIZE); i++)
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{
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float gain = 1.2f;
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float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
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float threshhold = 0.1f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
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float x_t = wave[i] * gain;
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// Exponential smoothing kaava
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// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
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wave_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * wave_uniform[i];
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}
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glUniform1fvProc(1000, WAVE_SIZE, wave);
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glRects(-1, -1, 1, 1);
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glRects(-1, -1, 1, 1);
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//syncs[0] = -syncs[0];
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//syncs[0] = -syncs[0];
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@ -243,5 +265,11 @@ int __cdecl main(int argc, char* argv[])
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lastPlayCursor = playCursor;
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lastPlayCursor = playCursor;
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} while(!GetAsyncKeyState(VK_ESCAPE));
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} while(!GetAsyncKeyState(VK_ESCAPE));
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ExitProcess(0);
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ExitProcess(0);
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}
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}
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@ -6,11 +6,13 @@ const float TAU = (2. * PI);
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const float PHI = sqrt(5.) * 0.5 + 0.5;
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const float PHI = sqrt(5.) * 0.5 + 0.5;
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layout(location = 0) uniform float syncs[7];
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layout(location = 0) uniform float syncs[7];
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layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 1000) uniform float wave[512]; // FFT_SIZE / 4
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float u_time = syncs[0];
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float u_time = syncs[0];
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vec2 getUV() {
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vec2 getUV(vec2 offset) {
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const vec2 scale = vec2(0.00104166667, 0.00185185185);
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vec2 uv = 2.0 * ((gl_FragCoord.xy + offset *0.5) / vec2(1920,1080) - 0.5);
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return gl_FragCoord.xy * scale - 1.0;
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uv.x *= 1920/1080;
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return uv;
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}
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}
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float noise(in vec2 xy, in float seed) {
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float noise(in vec2 xy, in float seed) {
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@ -30,12 +32,21 @@ float sdHex(vec3 pos, float i, float angle) {
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return d1;
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return d1;
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}
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}
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float sdSphere(vec3 p, float r) {
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return length(p)-r;
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}
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mat2 rot2D(float angle) {
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float s = sin(angle), c = cos(angle);
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return mat2(c, -s, s, c);
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}
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float getScaledFFT(int index, float scale, float offset) {
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float getScaledFFT(int index, float scale, float offset) {
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// Clamp index to valid range
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// Clamp index to valid range
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index = clamp(index, 0, 511);
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index = clamp(index, 0, 511);
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// Get raw FFT value
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// Get raw FFT value
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float raw = fft_output[index];
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float raw = wave[index];
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// Apply logarithmic scaling: log(1 + value * scale) + offset
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// Apply logarithmic scaling: log(1 + value * scale) + offset
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return log(1.0 + raw * scale) + offset;
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return log(1.0 + raw * scale) + offset;
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@ -52,6 +63,39 @@ vec2 mapScene(in vec3 p) {
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float rippleFreq = 1.0;
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float rippleFreq = 1.0;
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float rippleDecay = 0.25;
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float rippleDecay = 0.25;
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// big sphere
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a = sdSphere(vec3(p.x, p.y - 16., p.z - 10.), 2.);
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d = min(d,a);
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if (d==a) {
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mat = 1.;
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}
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// rotating spheres
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vec3 q = vec3(p.x, p.y - 16., p.z - 10.);
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q.xy = rot2D(u_time*2.)*q.xy;
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float smallSphereDist = 4.;
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float smallSphereSize = 0.2;
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a = sdSphere(vec3(q.x + smallSphereDist, q.y, q.z), smallSphereSize),
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d = min(d,a);
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if (d==a) mat = 1.0;
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a = sdSphere(vec3(q.x - smallSphereDist, q.y, q.z), smallSphereSize),
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d = min(d,a);
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if (d==a) mat = 1.0;
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a = sdSphere(vec3(q.x, q.y + smallSphereDist, q.z), smallSphereSize),
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d = min(d,a);
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if (d==a) mat = 1.0;
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a = sdSphere(vec3(q.x, q.y - smallSphereDist, q.z), smallSphereSize),
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d = min(d,a);
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if (d==a) mat = 1.0;
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// Hexagonal grid
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// Hexagonal grid
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float hexGap = 0.2;
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float hexGap = 0.2;
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@ -98,7 +142,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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pos = ro + rd * t;
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pos = ro + rd * t;
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vec2 res = mapScene(pos);
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vec2 res = mapScene(pos);
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// Increase step size multiplier for faster marching
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// Increase step size multiplier for faster marching
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t += res.x;
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t += res.x * 1.2;
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mat = res.y;
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mat = res.y;
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if(t > 100.) { // Reduced max distance
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if(t > 100.) { // Reduced max distance
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break;
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break;
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@ -247,7 +291,7 @@ vec3 postProcess(vec3 col) {
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//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
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//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
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// Normalized pixel coordinates (from 0 to 1)
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// Normalized pixel coordinates (from 0 to 1)
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vec2 screenCoord = getUV();
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vec2 screenCoord = getUV(vec2(0., 0.)); //gl_FragCoord.xy / u_resolution.xy;
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// Vignette
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// Vignette
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float radius = 0.8;
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float radius = 0.8;
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@ -278,7 +322,7 @@ vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
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vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
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vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
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vec3 camUp = normalize(cross(camForward, camRight));
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vec3 camUp = normalize(cross(camForward, camRight));
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vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
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vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward);
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return rayDir;
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return rayDir;
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}
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}
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@ -286,11 +330,11 @@ vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
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// Camera positioning function
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// Camera positioning function
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vec3 getCameraPosition(float time, int cameraMode) {
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vec3 getCameraPosition(float time, int cameraMode) {
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vec3 camPos;
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vec3 camPos;
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camPos = vec3(0.0, 30.0, -10.0);
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camPos = vec3(0.0, 10.0, -10.0);
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if(cameraMode == 1) {
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if(cameraMode == 1) {
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// Orbiting camera
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// Orbiting camera
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vec3 camTarget = vec3(0.0, 0.0, -20.0);
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vec3 camTarget = vec3(0.0, 50.0, -20.0);
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float orbitRadius = 20.0;
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float orbitRadius = 20.0;
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float orbitSpeed = 0.2;
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float orbitSpeed = 0.2;
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float orbitHeight = 10.0;
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float orbitHeight = 10.0;
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@ -304,6 +348,8 @@ vec3 getCameraPosition(float time, int cameraMode) {
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// First person style movement
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// First person style movement
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float walkSpeed = 2.0;
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float walkSpeed = 2.0;
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camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
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camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
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|
} else if(cameraMode == 4) {
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|
camPos = vec3(0., 30., 25.);
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}
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}
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|
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return camPos;
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return camPos;
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@ -312,7 +358,7 @@ vec3 getCameraPosition(float time, int cameraMode) {
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// Main camera function that combines everything
|
// Main camera function that combines everything
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vec3 setupCamera(vec2 uv, float time, int positionMode) {
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vec3 setupCamera(vec2 uv, float time, int positionMode) {
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vec3 camPos = getCameraPosition(time, positionMode);
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vec3 camPos = getCameraPosition(time, positionMode);
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vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
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vec3 camTarget = vec3(0.0, 10.0, 10.0); // Adjust target as needed
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float fov = 1.;
|
float fov = 1.;
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|
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return getCameraRay(uv, camPos, camTarget, fov);
|
return getCameraRay(uv, camPos, camTarget, fov);
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@ -323,7 +369,7 @@ vec3 render(vec2 uv) {
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// Choose camera modes:
|
// Choose camera modes:
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// Position: 0=static, 1=orbit, 2=smooth, 3=walk
|
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
|
||||||
// Ray: 0=standard, 1=zoom, 2=dof
|
// Ray: 0=standard, 1=zoom, 2=dof
|
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int positionMode = 2; // Static
|
int positionMode = 4; // Static
|
||||||
|
|
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vec3 rayDir = setupCamera(uv, u_time, positionMode);
|
vec3 rayDir = setupCamera(uv, u_time, positionMode);
|
||||||
vec3 camPos = getCameraPosition(u_time, positionMode);
|
vec3 camPos = getCameraPosition(u_time, positionMode);
|
||||||
@ -342,7 +388,7 @@ vec3 render(vec2 uv) {
|
|||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
|
||||||
vec3 finalColor = render(getUV());
|
vec3 finalColor = render(getUV(vec2(0., 0.)));
|
||||||
|
|
||||||
//finalColor = postProcess(finalColor);
|
//finalColor = postProcess(finalColor);
|
||||||
|
|
||||||
|
|||||||
@ -1,43 +1,79 @@
|
|||||||
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
|
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
|
||||||
#ifndef FRAGMENT_INL_
|
#ifndef FRAGMENT_INL_
|
||||||
# define FRAGMENT_INL_
|
# define FRAGMENT_INL_
|
||||||
# define VAR_fft_output "n"
|
# define VAR_fft_output "l"
|
||||||
# define VAR_o "f"
|
# define VAR_o "i"
|
||||||
# define VAR_syncs "m"
|
# define VAR_syncs "m"
|
||||||
|
# define VAR_wave "n"
|
||||||
|
|
||||||
const char *fragment_frag =
|
const char *fragment_frag =
|
||||||
"#version 460\n"
|
"#version 460\n"
|
||||||
"precision mediump float;"
|
"precision mediump float;"
|
||||||
"out vec4 f;"
|
"out vec4 i;"
|
||||||
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
"const float f=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
||||||
"layout(location=0)uniform float m[7];"
|
"layout(location=0)uniform float m[7];"
|
||||||
"layout(location=8)uniform float n[512];"
|
"layout(location=8)uniform float l[512];"
|
||||||
"float c=m[0];"
|
"layout(location=1000)uniform float n[512];"
|
||||||
|
"float x=m[0];"
|
||||||
|
"vec2 t()"
|
||||||
|
"{"
|
||||||
|
"vec2 i=2.*((gl_FragCoord.xy+vec2(0)*.5)/vec2(1920,1080)-.5);"
|
||||||
|
"i.x*=1;"
|
||||||
|
"return i;"
|
||||||
|
"}"
|
||||||
"float t(vec3 v,vec2 i)"
|
"float t(vec3 v,vec2 i)"
|
||||||
"{"
|
"{"
|
||||||
"v=abs(v);"
|
"v=abs(v);"
|
||||||
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
|
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
|
||||||
"}"
|
"}"
|
||||||
"float t(int v)"
|
"float t(vec3 v,float i)"
|
||||||
|
"{"
|
||||||
|
"return length(v)-i;"
|
||||||
|
"}"
|
||||||
|
"mat2 e()"
|
||||||
|
"{"
|
||||||
|
"float v=x*2.,i=sin(v);"
|
||||||
|
"v=cos(v);"
|
||||||
|
"return mat2(v,-i,i,v);"
|
||||||
|
"}"
|
||||||
|
"float e(int v)"
|
||||||
"{"
|
"{"
|
||||||
"v=clamp(v,0,511);"
|
"v=clamp(v,0,511);"
|
||||||
"float i=n[v];"
|
"float i=n[v];"
|
||||||
"return log(1.+i*15.);"
|
"return log(1.+i*15.);"
|
||||||
"}"
|
"}"
|
||||||
"vec2 t(vec3 v)"
|
"vec2 e(vec3 v)"
|
||||||
"{"
|
"{"
|
||||||
"float i=0.,f=1e9,m=0.;"
|
"float i=0.,f=1e9,m=0.;"
|
||||||
"vec2 n=vec2(7);"
|
"vec2 n=vec2(7);"
|
||||||
"for(float r=0.;r<16.;r++)"
|
"m=t(vec3(v.x,v.y-16.,v.z-10.),2.);"
|
||||||
|
"f=min(f,m);"
|
||||||
|
"if(f==m)"
|
||||||
|
"i=1.;"
|
||||||
|
"vec3 l=vec3(v.x,v.y-16.,v.z-10.);"
|
||||||
|
"l.xy=e()*l.xy;"
|
||||||
|
"m=t(vec3(l.x+4.,l.yz),.2),f=min(f,m);"
|
||||||
|
"if(f==m)"
|
||||||
|
"i=1.;"
|
||||||
|
"m=t(vec3(l.x-4.,l.yz),.2),f=min(f,m);"
|
||||||
|
"if(f==m)"
|
||||||
|
"i=1.;"
|
||||||
|
"m=t(vec3(l.x,l.y+4.,l.z),.2),f=min(f,m);"
|
||||||
|
"if(f==m)"
|
||||||
|
"i=1.;"
|
||||||
|
"m=t(vec3(l.x,l.y-4.,l.z),.2),f=min(f,m);"
|
||||||
|
"if(f==m)"
|
||||||
|
"i=1.;"
|
||||||
|
"for(float l=0.;l<16.;l++)"
|
||||||
"{"
|
"{"
|
||||||
"vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
|
"vec3 x=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*l);"
|
||||||
"for(float v=0.;v<16.;v++)"
|
"for(float v=0.;v<16.;v++)"
|
||||||
"{"
|
"{"
|
||||||
"c=mod(v,2.)==0.?"
|
"x=mod(v,2.)==0.?"
|
||||||
"c-vec3(1.8,0,1):"
|
"x-vec3(1.8,0,1):"
|
||||||
"c+vec3(-1.8,0,1);"
|
"x+vec3(-1.8,0,1);"
|
||||||
"int y=int(length(vec2(v,r)-n.xy));"
|
"int y=int(length(vec2(v,l)-n.xy));"
|
||||||
"m=t(c,vec2(.86,1.+t(y)*2.));"
|
"m=t(x,vec2(.86,1.+e(y)*2.));"
|
||||||
"f=min(f,m);"
|
"f=min(f,m);"
|
||||||
"if(f==m)"
|
"if(f==m)"
|
||||||
"i=1.;"
|
"i=1.;"
|
||||||
@ -45,108 +81,103 @@ const char *fragment_frag =
|
|||||||
"}"
|
"}"
|
||||||
"return vec2(f,i);"
|
"return vec2(f,i);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
|
"vec3 e(vec3 v,vec3 i,inout vec3 f)"
|
||||||
"{"
|
"{"
|
||||||
"float r=0.,m=0.,y=0.;"
|
"float m=0.,l=0.,y=0.;"
|
||||||
"for(int c=0;c<30;c++)"
|
"for(int r=0;r<30;r++)"
|
||||||
"{"
|
"{"
|
||||||
"f=v+i*r;"
|
"f=v+i*m;"
|
||||||
"vec2 n=t(f);"
|
"vec2 n=e(f);"
|
||||||
"r+=n.x;"
|
"m+=n.x*1.2;"
|
||||||
"m=n.y;"
|
"l=n.y;"
|
||||||
"if(r>1e2)"
|
"if(m>1e2)"
|
||||||
"break;"
|
"break;"
|
||||||
"if(n.x<.001*r)"
|
"if(n.x<.001*m)"
|
||||||
"{"
|
"{"
|
||||||
"y=1.;"
|
"y=1.;"
|
||||||
"break;"
|
"break;"
|
||||||
"}"
|
"}"
|
||||||
"}"
|
"}"
|
||||||
"if(r>1e2)"
|
"if(m>1e2)"
|
||||||
"r=0.;"
|
"m=0.;"
|
||||||
"return vec3(r,m,y);"
|
"return vec3(m,l,y);"
|
||||||
"}"
|
"}"
|
||||||
"float t(vec3 v,vec3 i,float y)"
|
"float e(vec3 v,vec3 m,float i)"
|
||||||
"{"
|
"{"
|
||||||
"float f=1.,r=.02;"
|
"float f=1.,l=.02;"
|
||||||
"for(int c=0;c<6;c++)"
|
"for(int r=0;r<6;r++)"
|
||||||
"{"
|
"{"
|
||||||
"if(r>y)"
|
"if(l>i)"
|
||||||
"break;"
|
"break;"
|
||||||
"float m=t(v+r*i).x;"
|
"float x=e(v+l*m).x;"
|
||||||
"f=min(f,m/(4.*r));"
|
"f=min(f,x/(4.*l));"
|
||||||
"r+=clamp(m,.1,.8);"
|
"l+=clamp(x,.1,.8);"
|
||||||
"if(f<-1.)"
|
"if(f<-1.)"
|
||||||
"break;"
|
"break;"
|
||||||
"}"
|
"}"
|
||||||
"f=max(f,-1.);"
|
"f=max(f,-1.);"
|
||||||
"return.25*(1.+f)*(1.+f)*(2.-f);"
|
"return.25*(1.+f)*(1.+f)*(2.-f);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 e(vec3 v)"
|
"vec3 t(vec3 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec2 i=vec2(.01,0);"
|
"vec2 i=vec2(.01,0);"
|
||||||
"return normalize(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
|
"return normalize(vec3(e(v+i.xyy).x-e(v-i.xyy).x,e(v+i.yxy).x-e(v-i.yxy).x,e(v+i.yyx).x-e(v-i.yyx).x));"
|
||||||
"}"
|
"}"
|
||||||
"vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)"
|
"vec3 e(vec3 v,vec3 f,vec3 m,vec3 i,vec3 x,float l)"
|
||||||
"{"
|
"{"
|
||||||
"v-=f;"
|
"v-=m;"
|
||||||
"float y=length(v);"
|
"float r=length(v);"
|
||||||
"v=normalize(v);"
|
"v=normalize(v);"
|
||||||
"float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);"
|
"float n=3./(1.+.09*r+.032*r*r),y=max(dot(x,v),0.);"
|
||||||
"r=normalize(v-r);"
|
"i=normalize(v-i);"
|
||||||
"vec3 e=vec3(.04);"
|
"vec3 z=vec3(.04);"
|
||||||
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
|
"z+=(1.-z)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);"
|
||||||
"y=t(f+c*.01,v,y);"
|
"r=e(m+x*.01,v,r);"
|
||||||
"return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;"
|
"return(f*y*n+f*pow(max(dot(x,i),0.),mix(128.,8.,l))*n*z)*r;"
|
||||||
"}"
|
"}"
|
||||||
"vec3 e(vec3 v,vec3 f,vec3 i,float y)"
|
"vec3 e(vec3 v,vec3 f,vec3 i,float m)"
|
||||||
"{"
|
"{"
|
||||||
"float m=.01;"
|
"float l=.01;"
|
||||||
"vec3 c=vec3(0);"
|
"vec3 x=vec3(0);"
|
||||||
"if(y==0.)"
|
"if(m==0.)"
|
||||||
"c=vec3(.8314,.2941,.2941),m=.1;"
|
"x=vec3(.8314,.2941,.2941),l=.1;"
|
||||||
"else if(y==1.)"
|
"else if(m==1.)"
|
||||||
"c=vec3(.6196,.6118,.6118),m=.7;"
|
"x=vec3(.6196,.6118,.6118),l=.7;"
|
||||||
"else if(y==2.)"
|
"else if(m==2.)"
|
||||||
"c=vec3(.3255,.4784,.3255),m=.2;"
|
"x=vec3(.3255,.4784,.3255),l=.2;"
|
||||||
"else if(y==3.)"
|
"else if(m==3.)"
|
||||||
"c=vec3(.2471,.3059,.6314),m=1.;"
|
"x=vec3(.2471,.3059,.6314),l=1.;"
|
||||||
"else if(y==4.)"
|
"else if(m==4.)"
|
||||||
"c=vec3(.9961,1,.9922),m=.1;"
|
"x=vec3(.9961,1,.9922),l=.1;"
|
||||||
"else if(y==5.)"
|
"else if(m==5.)"
|
||||||
"c=vec3(.9961,1,.9922),m=.3;"
|
"x=vec3(.9961,1,.9922),l=.3;"
|
||||||
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,m)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,l)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,l)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,l)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||||
"return c*max(vec3(0),v);"
|
"return x*max(vec3(0),v);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 e(vec2 v,vec3 f)"
|
"vec3 e(vec2 v,vec3 f)"
|
||||||
"{"
|
"{"
|
||||||
"f=normalize(vec3(0,-1,10)-f);"
|
"f=normalize(vec3(0,10,10)-f);"
|
||||||
"vec3 m=normalize(cross(vec3(0,1,0),f));"
|
"vec3 m=normalize(cross(vec3(0,1,0),f));"
|
||||||
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
|
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 e()"
|
"vec3 d()"
|
||||||
"{"
|
"{"
|
||||||
"vec3 f;"
|
"return vec3(0,30,25);"
|
||||||
"{"
|
|
||||||
"float v=c*.06;"
|
|
||||||
"f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
|
|
||||||
"}"
|
|
||||||
"return f;"
|
|
||||||
"}"
|
"}"
|
||||||
"vec3 e(vec2 v)"
|
"vec3 d(vec2 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);"
|
"vec3 f=e(v,d()),i=vec3(.102,.2431,.3412),m=vec3(0),l=e(d(),f,m);"
|
||||||
"if(i.x>0.)"
|
"if(l.x>0.)"
|
||||||
"{"
|
"{"
|
||||||
"vec3 v=e(y);"
|
"vec3 v=t(m);"
|
||||||
"m=e(y,v,f,i.y);"
|
"i=e(m,v,f,l.y);"
|
||||||
"}"
|
"}"
|
||||||
"return m;"
|
"return i;"
|
||||||
"}"
|
"}"
|
||||||
"void main()"
|
"void main()"
|
||||||
"{"
|
"{"
|
||||||
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
"vec3 v=d(t());"
|
||||||
"f=vec4(v,1);"
|
"i=vec4(v,1);"
|
||||||
"}";
|
"}";
|
||||||
|
|
||||||
#endif // FRAGMENT_INL_
|
#endif // FRAGMENT_INL_
|
||||||
|
|||||||
87
src/waveGenerator.cpp
Normal file
87
src/waveGenerator.cpp
Normal file
@ -0,0 +1,87 @@
|
|||||||
|
#include "waveGenerator.h"
|
||||||
|
#include <cmath>
|
||||||
|
|
||||||
|
const float DECAY_FACTOR = 0.80f; // Amplitude decay per iteration
|
||||||
|
const float PI = 3.14159265f;
|
||||||
|
|
||||||
|
const float WAVE_LENGTH = 3.0f;
|
||||||
|
const float WAVE_SPEED = 0.5f;
|
||||||
|
const int speed = 1;
|
||||||
|
|
||||||
|
float waveOffset = 0.0f;
|
||||||
|
float temp[WAVE_SIZE] = { 0.0f }; // Temp buffer for propagation
|
||||||
|
|
||||||
|
//float wave[WAVE_SIZE] = { 0.0f }; // Wave buffer
|
||||||
|
float clamp(float value) {
|
||||||
|
if (value > 4.f) {
|
||||||
|
value = 4.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (value < 0.f) {
|
||||||
|
value = 0.f;
|
||||||
|
}
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate a sine wave into the beginning of the array
|
||||||
|
void generateSineWave(float amplitude, float* wave) {
|
||||||
|
for (int i = 0; i < WAVE_SIZE; ++i) {
|
||||||
|
float sine = std::sin(2.0f * PI * i / WAVE_LENGTH);
|
||||||
|
float sample = 1.0f + sine;
|
||||||
|
wave[i] = clamp(sample * amplitude);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Shift wave and apply decay
|
||||||
|
void propagateWave(float* wave) {
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = WAVE_SIZE - 1; i >= speed; --i) {
|
||||||
|
wave[i] = wave[i - speed] * DECAY_FACTOR;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Decay the front section that no longer receives new values
|
||||||
|
for (int i = 0; i < speed; ++i) {
|
||||||
|
wave[i] = wave[i] * DECAY_FACTOR;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
void propagateWave(float* wave) {
|
||||||
|
waveOffset += WAVE_SPEED;
|
||||||
|
|
||||||
|
for (int i = 0; i < WAVE_SIZE; ++i) {
|
||||||
|
float srcIndex = i - waveOffset;
|
||||||
|
|
||||||
|
if (srcIndex < 0 || srcIndex >= WAVE_SIZE - 1) {
|
||||||
|
temp[i] = 0.0f;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
int index0 = srcIndex - (srcIndex < 0 && srcIndex != (int)srcIndex);
|
||||||
|
int index1 = index0 + 1;
|
||||||
|
float t = srcIndex - index0;
|
||||||
|
|
||||||
|
float value = (1.0f - t) * wave[index0] + t * wave[index1];
|
||||||
|
temp[i] = clamp(value * DECAY_FACTOR);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//// Copy temp back to wave
|
||||||
|
for (int i = 0; i < WAVE_SIZE; ++i) {
|
||||||
|
wave[i] = temp[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
//// Prevent offset overflow
|
||||||
|
if (waveOffset >= 1.0f) {
|
||||||
|
waveOffset -= waveOffset - (waveOffset < 0 && srcIndex != (int)srcIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
void waveGenerator(float sound, float* wave) {
|
||||||
|
generateSineWave(sound, wave);
|
||||||
|
propagateWave(wave);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
7
src/waveGenerator.h
Normal file
7
src/waveGenerator.h
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <cmath>
|
||||||
|
|
||||||
|
#define WAVE_SIZE 512
|
||||||
|
void generateSineWave(float amplitude, float* wave);
|
||||||
|
void propagateWave(float* wave);
|
||||||
|
void waveGenerator(float sound, float* wave);
|
||||||
Reference in New Issue
Block a user