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d33042e30a
| Author | SHA1 | Date | |
|---|---|---|---|
| d33042e30a | |||
| f460f71ab4 | |||
| b86794f9b2 | |||
| 3110e64236 | |||
| 09efaee330 |
98
src/main.cpp
98
src/main.cpp
@ -127,6 +127,42 @@ 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_uniform[FFT_SIZE / 4];
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// main note effect
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boolean beenPlaying = false;
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const int SHAPES_SIZE = 15;
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float shapeIncrement = 0.02f;
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/**
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* Definition of shape with 3 parameters in a vec3
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*
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* h position, v position, length
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*
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*/
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float vec3ShapeArray[5][3] = {
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f }
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};
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float test[3] = { 0.0f, 0.0f, 0.0f }; // test float of one shape
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int currentShape = 0; // mark location which shape we are currently building
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boolean isPlaying = false;
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float lastPlayPos = 0;
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float lastNote = 0.0f;
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/*GLfloat shapes[5][3] = {
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f }
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};*/
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do
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{
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direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
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@ -202,6 +238,68 @@ int __cdecl main(int argc, char* argv[])
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syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
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}
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//////////////////////////////////////////////////////
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// Shape builder
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//////////////////////////////////////////////////////
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// if sound is playing, start a shape, if shape is already started - add length
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float captureSync = 0.0;
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if (captureSync >= 0.001f) {
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isPlaying = true;
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}
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//if (isPlaying) {
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vec3ShapeArray[currentShape][1] = captureSync;
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vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
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test[0] = test[0] + shapeIncrement; // x position
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test[1] = captureSync; // y position
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test[2] = 0.3f; // length
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//}
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// when note changes -- reset
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if (lastNote != captureSync) {
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test[1] = 0.1f;
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test[2] = 0.0f;
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lastNote = captureSync;
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}
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// shape mover, if the shape isnt the current one - move it
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for (int i = 0; i < SHAPES_SIZE; ++i) {
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if (i != currentShape) {
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vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
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}
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}
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beenPlaying = isPlaying;
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// go through the array and start from the first when all shapes have been used
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if (beenPlaying) {
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if (currentShape <= SHAPES_SIZE) {
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++currentShape;
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}
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else {
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currentShape = 0;
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}
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}
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float flatShapes[15] = {
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vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
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vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
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vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
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vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
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vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
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};
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PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
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glUniform3fvProc(10, 3, flatShapes); // array of shapes
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glUniform3fvProc(40, 1, test); // test shape
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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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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@ -4,8 +4,10 @@ out vec4 o;
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const float PI = 3.14159265;
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const float TAU = (2. * PI);
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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 = 8) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 0) uniform float syncs[12];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
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layout(location = 700) uniform vec3 test; // shapes test
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float u_time = syncs[0];
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vec2 getUV() {
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@ -65,7 +67,7 @@ vec2 opU( vec2 d1, vec2 d2 )
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return (d1.x<d2.x) ? d1 : d2;
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}
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float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
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// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
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vec2 mapScene(in vec3 p) {
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@ -82,7 +84,7 @@ vec2 mapScene(in vec3 p) {
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// Hexagonal grid
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float hexGap = 0.2;
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/*
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for(float j = 0.; j < 16.; j++) {
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vec3 po = p-vec3(-2.0,-5., 0.0);
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po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
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@ -110,12 +112,9 @@ vec2 mapScene(in vec3 p) {
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res = opU(res, vec2(a, 2.));
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}
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}
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res = opU( res, vec2( sdSphere(p-vec3(-2.0,4., 0.0), 2. ), 1.));
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*/
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// main note effect shapes
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res = opU( res, vec2( sdSphere(p- vec3(2.0 + test.x, 4. + test.y, 0.0), 2. ), 1.));
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return res;
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@ -254,11 +253,11 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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}
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vec3 lights = vec3(0.);
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lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 2.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 6.0, -5.0), vec3(0.08, 0.62, 0.75), 20.0, v, dir, n, shininess);
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//lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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vec3 lightDir = vec3(0., 1., -3);
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//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
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@ -1,157 +1,126 @@
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// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
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#ifndef FRAGMENT_INL_
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# define FRAGMENT_INL_
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# define VAR_fft_output "n"
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# define VAR_fft_output "m"
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# define VAR_o "f"
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# define VAR_syncs "m"
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# define VAR_shapes "C"
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# define VAR_syncs "i"
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# define VAR_test "k"
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const char *fragment_frag =
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"#version 460\n"
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"precision mediump float;"
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"out vec4 f;"
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"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
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"layout(location=0)uniform float m[7];"
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"layout(location=8)uniform float n[512];"
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"float l=m[0];"
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"float t(int v)"
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"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
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"layout(location=0)uniform float i[12];"
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"layout(location=20)uniform float m[512];"
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"layout(location=600)uniform vec3 C[15];"
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"layout(location=700)uniform vec3 k;"
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"float F=i[0];"
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"vec2 t(vec2 i,vec2 k)"
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"{"
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"v=clamp(v,0,511);"
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"float i=n[v];"
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"return log(1.+i*15.);"
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"}"
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"float t(vec3 v,vec2 i)"
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"{"
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"v=abs(v);"
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"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
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"}"
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"vec2 t(vec2 v,vec2 i)"
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"{"
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"return v.x<i.x?"
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"v:"
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"i;"
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"}"
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"float t(float v,float i)"
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"{"
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"return-max(-v,-i);"
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"return i.x<k.x?"
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"i:"
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"k;"
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"}"
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"vec2 t(vec3 v)"
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"{"
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"vec2 f=vec2(v.y,0);"
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"float i=0.;"
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"vec2 m=vec2(7);"
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"for(float r=0.;r<16.;r++)"
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"{"
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"vec3 l=v-vec3(-2,-5,0)+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
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"for(float v=0.;v<16.;v++)"
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"{"
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"l=mod(v,2.)==0.?"
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"l-vec3(1.8,0,1):"
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"l+vec3(-1.8,0,1);"
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"int y=int(length(vec2(v,r)-m.xy));"
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"i=t(l,vec2(.86,1.+t(y)*2.));"
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"f=t(f,vec2(i,2));"
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"}"
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"}"
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"return t(f,vec2(length(v-vec3(-2,4,0))-2.,1));"
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"return t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x,4.+k.y,0))-2.,1));"
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"}"
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"vec3 t(vec3 v,vec3 i,inout vec3 f)"
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"{"
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"float r=0.,l=0.,y=0.;"
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"for(int m=0;m<30;m++)"
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"float k=0.,n=0.,y=0.;"
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"for(int e=0;e<30;e++)"
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"{"
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"f=v+i*r;"
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"vec2 n=t(f);"
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"r+=n.x;"
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"l=n.y;"
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"if(r>1e2)"
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"f=v+i*k;"
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"vec2 m=t(f);"
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"k+=m.x;"
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"n=m.y;"
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"if(k>1e2)"
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"break;"
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"if(n.x<.001*r)"
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"if(m.x<.001*k)"
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"{"
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"y=1.;"
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"break;"
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"}"
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"}"
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"if(r>1e2)"
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"r=0.;"
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"return vec3(r,l,y);"
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"if(k>1e2)"
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"k=0.;"
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"return vec3(k,n,y);"
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"}"
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"float t(vec3 v,vec3 i,float f)"
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"{"
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"float r=1.,l=.02;"
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"for(int m=0;m<6;m++)"
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"float k=1.,y=.02;"
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"for(int e=0;e<6;e++)"
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"{"
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"if(l>f)"
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"if(y>f)"
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"break;"
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"float n=t(v+l*i).x;"
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"r=min(r,n/(4.*l));"
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"l+=clamp(n,.1,.8);"
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"if(r<-1.)"
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"float n=t(v+y*i).x;"
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"k=min(k,n/(4.*y));"
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"y+=clamp(n,.1,.8);"
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"if(k<-1.)"
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"break;"
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"}"
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"r=max(r,-1.);"
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"return.25*(1.+r)*(1.+r)*(2.-r);"
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"k=max(k,-1.);"
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"return.25*(1.+k)*(1.+k)*(2.-k);"
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"}"
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"vec3 x(vec3 v)"
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"vec3 e(vec3 v)"
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"{"
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"vec2 i=vec2(.01,0);"
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"v=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);"
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"return normalize(v);"
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"vec2 k=vec2(.01,0);"
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"return normalize(vec3(t(v+k.xyy).x-t(v-k.xyy).x,t(v+k.yxy).x-t(v-k.yxy).x,t(v+k.yyx).x-t(v-k.yyx).x));"
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"}"
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"vec3 t(vec3 v,vec3 i,vec3 f,vec3 r,vec3 l,float y)"
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"vec3 e(vec3 v,vec3 k,float i,vec3 m,vec3 f,vec3 n,float y)"
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"{"
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"v-=f;"
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"float m=length(v);"
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"v-=m;"
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"float e=length(v);"
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"v=normalize(v);"
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"float n=3./(1.+.09*m+.032*m*m),c=max(dot(l,v),0.);"
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"r=normalize(v-r);"
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"vec3 e=vec3(.04);"
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"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
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"m=t(f+l*.01,v,m);"
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"return(i*c*n+i*pow(max(dot(l,r),0.),mix(128.,8.,y))*n*e)*m;"
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"i/=1.+.09*e+.032*e*e;"
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"float F=max(dot(n,v),0.);"
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"f=normalize(v-f);"
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"vec3 r=vec3(.04);"
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"r+=(1.-r)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
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"e=t(m+n*.01,v,e);"
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"return(k*F*i+k*pow(max(dot(n,f),0.),mix(128.,8.,y))*i*r)*e;"
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"}"
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"vec3 t(vec3 v,vec3 i,vec3 f,float r)"
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"vec3 e(vec3 v,vec3 i,vec3 f,float k)"
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"{"
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"float m=.01;"
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"vec3 l=vec3(0);"
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"if(r==0.)"
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"l=vec3(.8314,.2941,.2941),m=.1;"
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"else if(r==1.)"
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"l=vec3(.6196,.6118,.6118),m=.7;"
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"else if(r==2.)"
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"l=vec3(.3255,.4784,.3255),m=.2;"
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"else if(r==3.)"
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"l=vec3(.2471,.3059,.6314),m=1.;"
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"else if(r==4.)"
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"l=vec3(.9961,1,.9922),m=.1;"
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"else if(r==5.)"
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"l=vec3(.9961,1,.9922),m=.3;"
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"float n=.01;"
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"vec3 y=vec3(0);"
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"y+=t(vec3(0,40,-10),vec3(.77,.26,.73),v,f,i,m);"
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"y+=t(vec3(0,2,-5),vec3(.08,.62,.75),v,f,i,m);"
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"y+=t(vec3(0,20,15),vec3(.77,.26,.73),v,f,i,m);"
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"y+=vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
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"return l*max(vec3(0),y);"
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"if(k==0.)"
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"y=vec3(.8314,.2941,.2941),n=.1;"
|
||||
"else if(k==1.)"
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||||
"y=vec3(.6196,.6118,.6118),n=.7;"
|
||||
"else if(k==2.)"
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||||
"y=vec3(.3255,.4784,.3255),n=.2;"
|
||||
"else if(k==3.)"
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||||
"y=vec3(.2471,.3059,.6314),n=1.;"
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"else if(k==4.)"
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||||
"y=vec3(.9961,1,.9922),n=.1;"
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"else if(k==5.)"
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"y=vec3(.9961,1,.9922),n=.3;"
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"v=vec3(0)+e(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,f,i,n)+e(vec3(0,6,-5),vec3(.08,.62,.75),20.,v,f,i,n)+e(vec3(0,20,15),vec3(.77,.26,.73),30.,v,f,i,n)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||
"return y*max(vec3(0),v);"
|
||||
"}"
|
||||
"vec3 t(vec2 i,vec3 v)"
|
||||
"vec3 e(vec2 k,vec3 v)"
|
||||
"{"
|
||||
"v=normalize(vec3(0,-1,10)-v);"
|
||||
"vec3 m=normalize(cross(vec3(0,1,0),v));"
|
||||
"return normalize(v+i.x*m+i.y*cross(v,m));"
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||||
"vec3 n=normalize(cross(vec3(0,1,0),v));"
|
||||
"return normalize(v+k.x*n+k.y*cross(v,n));"
|
||||
"}"
|
||||
"vec3 t(vec2 v)"
|
||||
"vec3 e(vec2 v)"
|
||||
"{"
|
||||
"vec3 i=vec3(0,20,-10),m=t(v,i),f=vec3(0),r=vec3(0);"
|
||||
"i=t(i,m,r);"
|
||||
"if(i.x>0.)"
|
||||
"vec3 k=vec3(0,20,-10),n=e(v,k),f=vec3(0),y=vec3(0);"
|
||||
"k=t(k,n,y);"
|
||||
"if(k.x>0.)"
|
||||
"{"
|
||||
"vec3 v=x(r);"
|
||||
"f=t(r,v,m,i.y);"
|
||||
"vec3 v=e(y);"
|
||||
"f=e(y,v,n,k.y);"
|
||||
"}"
|
||||
"return f;"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"f=vec4(v,1);"
|
||||
"}";
|
||||
|
||||
|
||||
@ -13,7 +13,7 @@
|
||||
#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 11
|
||||
#define SU_NUMSYNCS 12
|
||||
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
Reference in New Issue
Block a user