direct sound ja parempi syncca
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@ -3,29 +3,25 @@ precision mediump float;
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out vec4 o;
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const float PI = 22./7.;
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layout(location = 0) uniform float syncs[7];
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float u_time = syncs[0]/44100.;
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float u_time = syncs[0];
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vec3 render(vec2 uv, float time) {
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if (uv.y >= 0.0 && uv.y <= 0.01 ) {
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return vec3(abs(syncs[5]));
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float pos = syncs[4];
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if (uv.x >= pos && uv.x <= pos+0.01 ) {
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return vec3(1.);
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}
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if (uv.y >= -0.21 && uv.y <= -0.2 ) {
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return vec3(abs(syncs[6]*1.3));
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if (uv.x >= 0.0 && uv.x <= 0.01 ) {
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return vec3(abs(syncs[3]*2));
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}
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return vec3(0.1, 0.2, 0.3);
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return vec3(0.1, 0.2, 0.3) * abs(syncs[1]*1.2);
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}
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void main() {
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vec2 u_resolution = vec2(1920,1080);
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vec2 qor = gl_FragCoord.xy/u_resolution.xy;
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vec2 uv = -1.0+2.0*qor;
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uv.x *= uv.x/u_resolution.y;
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vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
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vec3 col = render(uv, u_time);
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o = vec4(col,1.0);
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}
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@ -10,18 +10,20 @@ const char *fragment_frag =
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"out vec4 f;"
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"const float m=22./7.;"
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"layout(location=0)uniform float v[7];"
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"float n=v[0]/441e2;"
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"float n=v[0];"
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"vec3 s(vec2 f)"
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"{"
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"float m=v[4];"
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"return f.x>=m&&f.x<=m+.01?"
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"vec3(1):"
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"f.x>=0.&&f.x<=.01?"
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"vec3(abs(v[3]*2)):"
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"vec3(.1,.2,.3)*abs(v[1]*1.2);"
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"}"
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"void main()"
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"{"
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"vec2 m=vec2(1920,1080),n=gl_FragCoord.xy/m.xy;"
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"n=-1.+2.*n;"
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"n.x*=n.x/m.y;"
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"vec3 a=n.y>=0.&&n.y<=.01?"
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"vec3(abs(v[5])):"
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"n.y>=-.21&&n.y<=-.2?"
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"vec3(abs(v[6]*1.3)):"
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"vec3(.1,.2,.3);"
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"f=vec4(a,1);"
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"vec2 m=gl_FragCoord.xy*2./vec2(1920,1080);"
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"f=vec4(s(m),1);"
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"}";
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#endif // FRAGMENT_INL_
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