4 Commits

Author SHA1 Message Date
84d9dbaa93 rendauksen hienosäätöä 2025-07-28 00:54:38 +03:00
17d1ab8651 Domain repetitionilla hexagridi 2025-07-27 22:31:45 +03:00
cccd524d39 c toteutus hexa gridin generoinnista 2025-07-24 19:29:20 +03:00
3317747bdd The Gate shaderi 2025-07-22 19:04:33 +03:00
8 changed files with 605 additions and 635 deletions

Binary file not shown.

224
song.yml
View File

@ -2,112 +2,103 @@ bpm: 138
rowsperbeat: 4 rowsperbeat: 4
score: score:
tracks: tracks:
- numvoices: 1 - numvoices: 2
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -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, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1]
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]] 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: 1 - numvoices: 2
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1, -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, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] 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 - numvoices: 1
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, -1] order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]] patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
- numvoices: 1 - numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]] 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 - numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1] order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]] 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 - 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, -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]] 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 - 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, -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: [[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, -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]] 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 - 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, -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, -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]] 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 rowsperpattern: 16
length: 108 length: 108
patch: patch:
- name: 80slead.instr - name: 80s lead
numvoices: 2 numvoices: 4
units: units:
- type: oscillator - type: oscillator
id: 1089 id: 1089
parameters: {color: 0, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 76, type: 1, unison: 3} parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3}
- type: oscillator - type: oscillator
id: 1090 id: 1090
parameters: {color: 64, detune: 64, gain: 128, lfo: 0, phase: 1, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 0} parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2}
- type: addp - type: addp
id: 1091 id: 1091
parameters: {stereo: 0} parameters: {stereo: 1}
- type: envelope - type: envelope
id: 1092 id: 1092
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 0, sustain: 81} parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
- type: mulp - type: mulp
id: 1098 id: 1098
parameters: {stereo: 0} parameters: {stereo: 1}
- type: sync
id: 1172
parameters: {}
- type: pan - type: pan
id: 1096 id: 1096
parameters: {panning: 63, stereo: 0} parameters: {panning: 60, stereo: 1}
- type: filter - type: filter
id: 1108 id: 1108
parameters: {bandpass: 1, frequency: 94, highpass: 0, lowpass: 1, resonance: 99, stereo: 1} parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1}
- type: gain - type: gain
id: 1119 id: 1119
parameters: {gain: 64, stereo: 1} parameters: {gain: 64, stereo: 1}
- type: filter - type: filter
id: 1146 id: 1133
parameters: {bandpass: 0, frequency: 13, highpass: 1, lowpass: 1, resonance: 109, stereo: 1} parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
- type: outaux - type: outaux
id: 1097 id: 1097
parameters: {auxgain: 20, outgain: 40, stereo: 1} parameters: {auxgain: 34, outgain: 34, stereo: 1}
- name: 80sbass.instr - name: 80s bass
numvoices: 1 numvoices: 1
units: units:
- type: oscillator - type: oscillator
id: 3 id: 3
parameters: {color: 0, detune: 64, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0} parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
- type: oscillator - type: oscillator
id: 4 id: 4
parameters: {color: 0, detune: 74, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 2} parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1}
- type: addp - type: addp
id: 1084 id: 1084
parameters: {stereo: 1} parameters: {stereo: 1}
- type: envelope - type: envelope
id: 1085 id: 1085
parameters: {attack: 0, decay: 70, gain: 100, release: 68, stereo: 1, sustain: 28} parameters: {attack: 0, decay: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
- type: send - type: send
id: 1088 id: 1088
parameters: {amount: 80, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0} parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
- type: mulp - type: mulp
id: 1086 id: 1086
parameters: {stereo: 1} parameters: {stereo: 1}
- type: filter
id: 1087
parameters: {bandpass: 0, frequency: 45, highpass: 1, lowpass: 1, resonance: 46, stereo: 1}
- type: distort - type: distort
id: 1107 id: 1107
parameters: {drive: 100, stereo: 1} 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 - type: pan
id: 284 id: 284
parameters: {panning: 64, stereo: 1} parameters: {panning: 64, stereo: 1}
- type: gain - type: gain
id: 1121 id: 1121
parameters: {gain: 107, stereo: 1} parameters: {gain: 110, stereo: 1}
- type: sync
id: 1173
parameters: {}
- type: outaux - type: outaux
id: 15 id: 15
parameters: {auxgain: 21, outgain: 42, stereo: 1} parameters: {auxgain: 30, outgain: 30, stereo: 1}
- name: kick.instr - name: Kick
comment: 'Suggested note: C-3' comment: 'Suggested note: C-3'
numvoices: 1 numvoices: 1
units: units:
@ -122,10 +113,10 @@ patch:
parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0} parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
- type: oscillator - type: oscillator
id: 262 id: 262
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 0} parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
- type: filter - type: filter
id: 281 id: 281
parameters: {bandpass: -1, frequency: 91, highpass: -1, lowpass: 0, resonance: 98, stereo: 0} parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
- type: mulp - type: mulp
id: 263 id: 263
parameters: {stereo: 0} parameters: {stereo: 0}
@ -143,16 +134,16 @@ patch:
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0} parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
- type: envelope - type: envelope
id: 274 id: 274
parameters: {attack: 34, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0} parameters: {attack: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0}
- type: send - type: send
id: 1118 id: 1118
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0} parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0}
- type: send - type: send
id: 1147 id: 1122
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0} parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
- type: send - type: send
id: 1148 id: 1124
parameters: {amount: 51, port: 0, sendpop: 0, stereo: 0, target: 1159, voice: 0} parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0}
- type: oscillator - type: oscillator
id: 277 id: 277
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0} parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
@ -166,15 +157,21 @@ patch:
id: 294 id: 294
parameters: {panning: 64, stereo: 0} parameters: {panning: 64, stereo: 0}
- type: filter - type: filter
id: 1149 id: 1132
parameters: {bandpass: 0, frequency: 11, highpass: -1, lowpass: 1, resonance: 128, stereo: 1} parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
- type: sync
id: 1180
parameters: {}
- type: outaux - type: outaux
id: 266 id: 266
parameters: {auxgain: 20, outgain: 59, stereo: 1} parameters: {auxgain: 14, outgain: 50, stereo: 1}
- name: snare.instr - 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' comment: 'Suggested range: E-4'
numvoices: 1 numvoices: 1
units: units:
@ -198,10 +195,10 @@ patch:
parameters: {stereo: 0} parameters: {stereo: 0}
- type: filter - type: filter
id: 201 id: 201
parameters: {bandpass: 0, frequency: 78, highpass: -1, lowpass: 1, resonance: 127, stereo: 0} parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0}
- type: filter - type: filter
id: 225 id: 225
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, resonance: 112, stereo: 0} parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
- type: addp - type: addp
id: 226 id: 226
parameters: {stereo: 0} parameters: {stereo: 0}
@ -213,7 +210,7 @@ patch:
parameters: {panning: 63, stereo: 0} parameters: {panning: 63, stereo: 0}
- type: outaux - type: outaux
id: 232 id: 232
parameters: {auxgain: 49, outgain: 62, stereo: 1} parameters: {auxgain: 52, outgain: 58, stereo: 1}
- type: envelope - type: envelope
id: 233 id: 233
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0} parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
@ -232,19 +229,19 @@ patch:
- type: send - type: send
id: 238 id: 238
parameters: {amount: 32, port: 0, sendpop: 1, target: 202} parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
- name: SuperSaw 4.instr - name: SuperSaw 4
comment: Automate filter frequency for the classic trance sound comment: Automate filter frequency for the classic trance sound
numvoices: 2 numvoices: 1
units: units:
- type: envelope - type: envelope
id: 1109 id: 1109
parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85} parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
- type: oscillator - type: oscillator
id: 1099 id: 1099
parameters: {color: 0, detune: 96, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator - type: oscillator
id: 12 id: 12
parameters: {color: 0, detune: 80, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp - type: addp
id: 13 id: 13
parameters: {stereo: 0} parameters: {stereo: 0}
@ -253,62 +250,66 @@ patch:
parameters: {stereo: 0} parameters: {stereo: 0}
- type: envelope - type: envelope
id: 17 id: 17
parameters: {attack: 0, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99} parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
- type: oscillator - type: oscillator
id: 1156 id: 18
parameters: {color: 0, detune: 44, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator - type: oscillator
id: 1157 id: 19
parameters: {color: 0, detune: 35, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp - type: addp
id: 1158 id: 20
parameters: {stereo: 0} parameters: {stereo: 0}
- type: mulp - type: mulp
id: 23 id: 23
parameters: {stereo: 0} parameters: {stereo: 0}
- type: gain - type: gain
id: 1159 id: 1123
parameters: {gain: 120, stereo: 1} 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 - type: delay
id: 29 id: 29
parameters: {damp: 23, dry: 106, feedback: 32, notetracking: 2, pregain: 69, stereo: 1} parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
varargs: [24, 36] varargs: [32, 36]
- type: outaux
id: 1160
parameters: {auxgain: 25, outgain: 25, stereo: 1}
- type: loadnote - type: loadnote
id: 1174 id: 1140
parameters: {stereo: 0} parameters: {stereo: 0}
- type: sync - type: sync
id: 1175 id: 1138
parameters: {} parameters: {}
- type: pop - type: pop
id: 1176 id: 1139
parameters: {stereo: 0} parameters: {stereo: 0}
- name: pad.instr - type: outaux
id: 30
parameters: {auxgain: 23, outgain: 25, stereo: 1}
- name: pad
numvoices: 1 numvoices: 1
units: units:
- type: envelope - type: envelope
id: 1161 id: 1
parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96} parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96}
- type: send - type: send
id: 2 id: 2
parameters: {amount: 64, port: 4, sendpop: 0, target: 1161} parameters: {amount: 64, port: 4, sendpop: 0, target: 1}
- type: oscillator - type: oscillator
id: 1162 id: 1125
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2} parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
- type: oscillator - type: oscillator
id: 1163 id: 1126
parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1} parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1}
- type: oscillator - type: oscillator
id: 5 id: 5
parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0} parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0}
- type: send - type: send
id: 1164 id: 6
parameters: {amount: 68, port: 1, sendpop: 0, target: 1162} parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
- type: send - type: send
id: 78 id: 78
parameters: {amount: 61, port: 1, sendpop: 1, target: 1163} parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
- type: addp - type: addp
id: 80 id: 80
parameters: {stereo: 0} parameters: {stereo: 0}
@ -317,10 +318,10 @@ patch:
parameters: {stereo: 0} parameters: {stereo: 0}
- type: filter - type: filter
id: 11 id: 11
parameters: {bandpass: 0, frequency: 26, highpass: -1, lowpass: 1, resonance: 128, stereo: 0} parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
- type: filter - type: filter
id: 1165 id: 1127
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, resonance: 64, stereo: 0} parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
- type: distort - type: distort
id: 1128 id: 1128
parameters: {drive: 109, stereo: 0} parameters: {drive: 109, stereo: 0}
@ -331,13 +332,10 @@ patch:
id: 1130 id: 1130
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1} parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
varargs: [24, 48] varargs: [24, 48]
- type: sync
id: 1181
parameters: {}
- type: outaux - type: outaux
id: 1131 id: 1131
parameters: {auxgain: 15, outgain: 15, stereo: 1} parameters: {auxgain: 15, outgain: 15, stereo: 1}
- name: HappyLead.instr - name: HappyLead
numvoices: 4 numvoices: 4
units: units:
- type: oscillator - type: oscillator
@ -364,51 +362,17 @@ patch:
varargs: [12550, 24402, 21265, 32419] varargs: [12550, 24402, 21265, 32419]
- type: outaux - type: outaux
id: 172 id: 172
parameters: {auxgain: 38, outgain: 64, stereo: 1} parameters: {auxgain: 64, outgain: 64, stereo: 1}
- type: loadnote
id: 1177
parameters: {stereo: 0}
- type: sync
id: 1178
parameters: {}
- type: pop
id: 1179
parameters: {stereo: 0}
- name: Global - name: Global
numvoices: 1 numvoices: 1
units: units:
- type: in - type: in
id: 7 id: 7
parameters: {channel: 2, stereo: 1} parameters: {channel: 2, stereo: 1}
comment: Aux 1 (reverb)
- type: delay - type: delay
id: 8 id: 8
parameters: {damp: 28, dry: 0, feedback: 120, notetracking: 0, pregain: 35, stereo: 1} 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] varargs: [1116, 1188, 1276, 1356, 1422, 1492, 1556, 1618, 1140, 1212, 1300, 1380, 1446, 1516, 1580, 1642]
- type: out
id: 1169
parameters: {gain: 92, stereo: 1}
comment: Reverb amount to master
- type: in
id: 1170
parameters: {channel: 0, stereo: 1}
comment: Input (Master)
- type: filter
id: 1171
parameters: {bandpass: 0, frequency: 128, highpass: 0, lowpass: 1, resonance: 128, stereo: 1}
comment: Limit highs
- type: filter
id: 1166
parameters: {bandpass: 0, frequency: 8, highpass: 1, lowpass: 0, resonance: 128, stereo: 1}
comment: Low cut
- type: compressor
id: 1167
parameters: {attack: 0, invgain: 52, ratio: 128, release: 46, stereo: 1, threshold: 52}
comment: Clipper (change threshold and invgain to match loudness)
- type: mulp
id: 1168
parameters: {stereo: 1}
- type: out - type: out
id: 9 id: 9
parameters: {gain: 120, stereo: 1} parameters: {gain: 64, stereo: 1}
comment: Master Out

View File

@ -71,8 +71,8 @@ void compute_fft(float* time_data, float* freq_out) {
for (int i = 0; i < FFT_SIZE / 2; ++i) { for (int i = 0; i < FFT_SIZE / 2; ++i) {
float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE; float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE;
//float db = 20.0f * log10f(mag + 1e-6f); // Decibels float db = 20.0f * log10f(mag + 1e-6f); // Decibels
//float normalized = (db + 60.0f) / 60.0f; // [0,1] float normalized = (db + 60.0f) / 60.0f; // [0,1]
freq_out[i] = mag; freq_out[i] = mag;
} }
} }

View File

@ -16,6 +16,9 @@
#define USE_AUDIO 1 #define USE_AUDIO 1
#define NO_UNIFORMS 0 #define NO_UNIFORMS 0
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#include "definitions.h" #include "definitions.h"
#if OPENGL_DEBUG #if OPENGL_DEBUG
#include "debug.h" #include "debug.h"
@ -110,7 +113,6 @@ int __cdecl main(int argc, char* argv[])
long playCursor = 0; long playCursor = 0;
long lastPlayCursor = -1; long lastPlayCursor = -1;
volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
// Unlock buffer for next use // Unlock buffer for next use
IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL); IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL);
@ -127,44 +129,18 @@ int __cdecl main(int argc, char* argv[])
static float fft_output[FFT_SIZE / 2]; // Magnitudes static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4]; static float fft_uniform[FFT_SIZE / 4];
// main note effect //// Bind to texture unit 0
boolean beenPlaying = false; PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
const int SHAPES_SIZE = 15; PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
float shapeIncrement = 0.02f; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
/** const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
* Definition of shape with 3 parameters in a vec3
*
* h position, v position, length
*
*/
float vec3ShapeArray[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};
float test[3] = { 0.0f, 0.0f, 0.0f }; // test float of one shape
int currentShape = 0; // mark location which shape we are currently building
boolean isPlaying = false;
float lastPlayPos = 0;
float lastNote = 0.0f;
/*GLfloat shapes[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};*/
do do
{ {
static ULONGLONG lastFFTTime = 0;
ULONGLONG currentTime = GetTickCount64();
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL); direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
#if !(DESPERATE) #if !(DESPERATE)
@ -194,43 +170,44 @@ int __cdecl main(int argc, char* argv[])
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0))); ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0)));
#endif #endif
if (currentTime - lastFFTTime >= targetIntervalMs) {
lastFFTTime = currentTime;
/******************
* FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
/****************** // Read audio
* FFT HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
// Read audio if (SUCCEEDED(hr) && audio_ptr) {
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR); if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
}
}
if (SUCCEEDED(hr) && audio_ptr) { IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE* SU_CHANNEL_COUNT * SU_SAMPLE_SIZE))) }
{
SUsample* samples = (SUsample*)audio_ptr; // Calculate FFT
for (int i = 0; i < FFT_SIZE; ++i) { compute_fft(fft_input, fft_output);
fft_input[i] = (float)samples[i];
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.10f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * fft_uniform[i];
} }
} }
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
}
// Calculate FFT
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha*(x_t) + (1-alpha)*fft_uniform[i];
}
syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina. syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina.
for (int i = 0; i < SU_NUMSYNCS; ++i) for (int i = 0; i < SU_NUMSYNCS; ++i)
@ -238,77 +215,12 @@ int __cdecl main(int argc, char* argv[])
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i]; syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
} }
//////////////////////////////////////////////////////
// Shape builder
//////////////////////////////////////////////////////
// if sound is playing, start a shape, if shape is already started - add length
// if sound has stopped, end shape
// if shape is finished, move shape forward
float captureSync = 0.0;
if (captureSync >= 0.001f) {
isPlaying = true;
}
//if (isPlaying) {
vec3ShapeArray[currentShape][1] = captureSync;
vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
test[0] = test[0] + shapeIncrement; // x position
test[1] = captureSync; // y position
test[2] = 0.3f; // length
//}
// when note changes -- reset
if (lastNote != captureSync) {
test[1] = 0.1f;
test[2] = 0.0f;
lastNote = captureSync;
}
// shape mover, if the shape isnt the current one - move it
for (int i = 0; i < SHAPES_SIZE; ++i) {
if (i != currentShape) {
vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
}
}
beenPlaying = isPlaying;
// go through the array and start from the first when all shapes have been used
if (beenPlaying) {
if (currentShape <= SHAPES_SIZE) {
++currentShape;
}
else {
currentShape = 0;
}
}
float flatShapes[15] = {
vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
};
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(10, 3, flatShapes); // array of shapes
glUniform3fvProc(40, 1, test); // test shape
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv")); PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs); glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform); glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
glRects(-1, -1, 1, 1); glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
// render "post process" using the opengl backbuffer // render "post process" using the opengl backbuffer
#if POST_PASS #if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1); glBindTexture(GL_TEXTURE_2D, 1);

View File

@ -4,25 +4,122 @@ out vec4 o;
const float PI = 3.14159265; const float PI = 3.14159265;
const float TAU = (2. * PI); const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5; const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[12]; layout(location = 0) uniform float syncs[7];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4 layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length //uniform sampler2D u_fft_texture;
layout(location = 700) uniform vec3 test; // shapes test uniform sampler2D u_hexGridTex;
float u_time = syncs[0]; float u_time = syncs[0];
/* 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
*/
vec2 getUV() { //precision mediump float;
const vec2 scale = vec2(0.00104166667, 0.00185185185); vec2 u_resolution = vec2(1920,1080);
return gl_FragCoord.xy * scale - 1.0;
}
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) { mat2 rot2D(float angle) {
float s = sin(angle); float s = sin(angle), c = cos(angle);
float c = cos(angle);
return mat2(c, -s, s, c); return mat2(c, -s, s, c);
} }
float noise(in vec2 xy, in float seed) { float smax( float a, float b, float k )
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); {
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);
}
float sdHexPrism( vec3 p, vec2 h )
{
const vec3 k = vec3(-0.8660254, 0.5, 0.57735);
p = abs(p);
p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy;
vec2 d = vec2(
length(p.xy-vec2(clamp(p.x,-k.z*h.x,k.z*h.x), h.x))*sign(p.y-h.x),
p.z-h.y );
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
}
float hexPylon(vec3 p, vec2 h) {//float r, float ht){
//vec3 p = vec3(p.x, p.z, p2.y);
vec3 b = vec3(h.x, h.y, h.x);
// Hexagon.
p.xz = abs(p.xz);
p.xz = vec2(p.x*.866025 + p.z*.5, p.z);
// The ".015" is a subtle rounding factor. Zero gives sharp edges,
// and larger numbers give a more rounded look.
return length(max(abs(p) - b + .015, 0.)) - .015;
}
#define zclamp(a) max(a,0.0) //Clamp negative values at zero
float DF_RoundedHex( vec3 p, vec2 h) //float width, float height)
{
float width = h.x;
float height = h.y;
//Modified version (smooth edges) of the exagon prism found here:
//https://iquilezles.org/articles/distfunctions
float smoothRadius = 0.05;
width -= smoothRadius*2.0;
//Hexagon prism constructed using X,Y,Z symmetry.
//Only quadrant 1 needs to be solved, but the joining diagonal to quadrant IV is also
//required for distance blending (see db).
p = abs(p);
//Hexagonal edge distances :
//Note : [.8666,0.5] = [sin(PI/3,cos(PI/3)] -> Hexagon edges rotation coeff (60 degrees).
float da = (p.x*0.866025+p.z*0.5)-width; //quadrant I diagonal edge distance
float db = (p.x*0.866025-p.z*0.5)-width; //quadrant IV diagonal edge distance (needed for blending)
float dc = p.z-width; //upper distance
vec3 d = zclamp(vec3(da,db,dc));
//Note: this is not an euclidian length, therefore this operation slightly distorts our distance field.
//Yet, it is harmless to convergence, and does the smoothing job quite well.
float dw = length(d)-smoothRadius; //hexagonal part smoothness (blending at 60 deg)
float dh = p.y-height;
//Now that we have xz distance(dw) and y distance (dh), we can compute the distance
//for the given isovalue (the smoothing radius).
//Note : internal distance (maxX,maxY,maxZ) is also used to genereate internal signed dist,
// helping convergence when overstepping (very frequent with domain repetition).
float externalDistance = length(zclamp(vec2(dh,dw)))-smoothRadius; //Smoothed, unsigned
float internalDistance = max(max(da,dc),dh); //Sharp, signed.
return min(externalDistance,internalDistance);
} }
float getScaledFFT(int index, float scale, float offset) { float getScaledFFT(int index, float scale, float offset) {
@ -36,309 +133,215 @@ float getScaledFFT(int index, float scale, float offset) {
return log(1.0 + raw * scale) + offset; return log(1.0 + raw * scale) + offset;
} }
///////////////// // Return local coordinates inside hex AND axial ID
// GEOMETRY // struct HexData {
///////////////// vec3 local; // Local position inside hex
vec2 axial; // Axial ID (q, r)
};
// Hexagonal prism, circumcircle variant HexData hexTile(vec3 p, float radius) {
float fHexagonCircumcircle(vec3 p, vec2 h) { float q = (sqrt(3.0)/3.0 * p.x - 1.0/3.0 * p.z) / radius;
vec3 q = abs(p); float r = (2.0/3.0 * p.z) / radius;
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
//this is mathematically equivalent to this line, but less efficient: float rq = round(q);
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); float rr = round(r);
float rs = round(-q - r);
float dq = abs(rq - q);
float dr = abs(rr - r);
float ds = abs(rs + q + r);
if (dq > dr && dq > ds) rq = -rr - rs;
else if (dr > ds) rr = -rq - rs;
float hx = radius * sqrt(3.0) * (rq + rr * 0.5);
float hz = radius * 1.5 * rr;
HexData outData;
outData.local = p - vec3(hx, 0.0, hz);
outData.axial = vec2(rq, rr); // Hex ID
return outData;
} }
float sdHex(vec3 pos, float i, float angle) { struct HexData {
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i)); vec3 local;
return d1; vec2 axial;
};
float hexDistance(vec2 axial) {
float q = axial.x;
float r = axial.y;
float s = -q - r;
return max(abs(q), max(abs(r), abs(s)));
} }
float sdSphere(vec3 p, float r){ // Modify your mapScene function
return length(p) -r; vec3 mapScene(vec3 p) {
}
//////////////
// SCENE //
//////////////
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
vec2 mapScene(in vec3 p) {
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9; float d = 1e9;
float a = 0.;
vec2 rippleCenter = vec2(7.,7.);
float rippleSpeed = 4.0;
float rippleFreq = 1.0;
float rippleDecay = 0.25;
// Hexagonal grid
float hexGap = 0.2;
/*
for(float j = 0.; j < 16.; j++) {
vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j);
for(float i = 0.; i < 16.; i++) {
if(mod(i, 2.) == 0.) {
po -= vec3(1.6 + hexGap, 0., 1.);
} else {
po += vec3(-(1.6 + hexGap), 0., 1.);
}
// Add individual hexagon ripples based on distance from center
int hexDist = int(length(vec2(i, j) - rippleCenter.xy));
//float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
// Apply ripple to hexagon size and position
// float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave
//float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.);
//d = min(d, a);
res = opU(res, vec2(a, 2.));
}
}
*/
// main note effect shapes
res = opU( res, vec2( sdSphere(p- vec3(2.0 + test.x, 4. + test.y, 0.0), 2. ), 1.));
return res;
}
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.;
float mat = 0.; float mat = 0.;
float hit = 0.; float hexRadius = 0.83;
// Reduced from 40 to 24 steps vec3 hexpos = vec3(p.x, p.y - 10.0, p.z);
for(int i = 0; i < 30; i++) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
// Increase step size multiplier for faster marching
t += res.x;
mat = res.y;
if(t > 100.) { // Reduced max distance
break;
}
if(res.x < 0.001 * t) { // Less precise hit detection
hit = 1.;
break;
}
}
if (t > 100.)
t = 0.;
return vec3(t, mat, hit); HexData hex = hexTile(hexpos, 1.0);
// Use axial coordinates as a stable hex ID
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(clamp(distFromCenter +1.0, 0.0, 511.0)); // tweak 15.0 to taste
float fftVal = fft_output[fftIndex];
float hexHeight = 1.0 + fftVal * 1.0;
// Rotate individual hex tiles if needed
vec3 r = hex.local;
//r.yz *= rot2D(1.0);
r.xz *= rot2D(0.5);
float d1 = fHexagonCircumcircle(vec3(r.x,(r.y-hexHeight/2),r.z), vec2(hexRadius, hexHeight/2));
d = min(d,d1);
return vec3(d, 0.0, 0.0);
} }
//////////////// ////////////////
// SHADING // // DRAWING //
//////////////// ////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { float rayMarch(vec3 ro, vec3 rd, int a) {
float res = 1.0; vec3 d;
float t = mint; float t = 0.,ad,tmax=100.; // total distance travelled
for(int i = 0; i < 6; i++) { const float tolerance = 0.00001;
if(t > maxt) const float Z_REPEAT_DIST = 1.;
break;
float h = mapScene(ro + t * rd).x; // Raymarching
res = min(res, h / (w * t)); for (int i = 0; i < 80; i++) {
t += clamp(h, 0.1, 0.80); d = mapScene(ro + rd * t); // Get distance to objects
if(res < -1.0) ad = abs(d.x);
break; if (ad < tolerance*(t*0.125 + 1.0) || t > tmax) break;
t += d.x; // "march" the ray
} }
res = max(res, -1.0); t -= Z_REPEAT_DIST*15.;
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
for( int i=0; i<80; i++ )
{
d = mapScene(ro + rd * t); // get distance to objects
ad = abs(d.x);
if (ad < tolerance*(t*0.00125) || t > tmax) break;
t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
}
if (ad >= tmax) t= - 1.0;
return t;
} }
vec3 calcNormal(vec3 pos) { vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.); vec2 e = vec2(.01, 0.);
vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x); vec3 n = mapScene(p).x - vec3(
return normalize(n); mapScene(p-e.xyy).x,
mapScene(p-e.yxy).x,
mapScene(p-e.yyx).x);
return no(n);
} }
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) { float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
// Light vector from surface to light vec3 l = no(lightPos - p);
vec3 lightDir = lightPos - worldPos; float len = length( lightPos - p ); // Distance from the light to the surface point.
float lightDistance = length(lightDir); float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
lightDir = normalize(lightDir); d = rayMarch(p+n*.025, l, 1);
if(d<length(lightPos-p)) dif *= shadow;
// Attenuation (quadratic falloff) return dif;
float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
// Diffuse lighting (Lambert)
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = lightColor * NdotL * attenuation;
// Specular lighting (Blinn-Phong)
vec3 halfDir = normalize(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
// Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Soft shadows
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
// Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow;
} }
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) { // lighting
vec3 lightDir = normalize(lightPos - worldPos); float diffuse(vec3 n,vec3 l,float p) {
float lightDistance = length(lightPos - worldPos); return pow(dot(n,l) * 0.4 + 0.6,p);
// Attenuation
float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
// Diffuse
float NdotL = max(dot(normal, lightDir), 0.0);
// Specular (Blinn-Phong)
vec3 halfDir = normalize(lightDir - viewDir);
float NdotH = max(dot(normal, halfDir), 0.0);
float specular = pow(NdotH, 32.0);
// Shadow
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
}
*/
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01;
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941);
shininess = 0.1;
} else if(material == 1.) {
outMaterial = vec3(0.6196, 0.6118, 0.6118);
shininess = .7;
} else if(material == 2.) {
outMaterial = vec3(0.3255, 0.4784, 0.3255);
shininess = .2;
} else if(material == 3.) {
outMaterial = vec3(0.2471, 0.3059, 0.6314);
shininess = 1.0;
} else if(material == 4.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .1;
} else if(material == 5.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .3;
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 6.0, -5.0), vec3(0.08, 0.62, 0.75), 20.0, v, dir, n, shininess);
//lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
return outMaterial * max(vec3(0.), lights);
} }
vec3 postProcess(vec3 col) { float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
// float random = noise(gl_FragCoord.xy, 0.01+u_time); float nrm = (specular + 8.0) / (PI * 8.0);
// float random2 = noise(gl_FragCoord.xy, .2+u_time); return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
// Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = getUV();
// Vignette
float radius = 0.8;
float d = smoothstep(radius, radius - 0.4, length(screenCoord - vec2(0.5)));
col = mix(col, col * d, 1.);
// Contrast
float contrast = .75;
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
// Colour mapping
col *= vec3(1.0, 1.0, 1.0);
col = pow(col, vec3(0.4545)); // gamma
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
// fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
return col;
} }
//////////////////
// RENDERING //
//////////////////
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) 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 = normalize(camTarget-camPos), vec3 f = no(l-p),
r = normalize(cross(vec3(0,1,0), f)), r = no(cross(vec3(0.,1.,0.), f)),
u = cross(f,r), u = cross(f,r),
c = f*fov, c = f*z,
i = c + uv.x*r + uv.y*u, i = c + uv.x*r + uv.y*u,
d = normalize(i); d = no(i);
return d; return d;
} }
vec3 render(vec2 uv) { vec3 postProcess(vec3 col) {
// Colour mapping
vec3 camPos = vec3(0.0, 20.0, -10.0); col *= vec3(.9, 0.8, 0.7);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed // gamma
float fov = 1.0; col = pow( col, vec3(.45) );
// Contrast = a
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov); col = smoothstep(0., 1., col);
vec3 col = vec3(0.); // background color
vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos);
if(t.x > 0.0) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
}
// fade out at the end
//col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
return col; return col;
} }
void main() { vec3 cameraPos()
vec3 finalColor = render(getUV()); {
//finalColor = postProcess(finalColor); // first zoom in to the gate
o = vec4(finalColor, 1.); vec3 cPos = vec3(0., 25., 25.);
return cPos;
}
vec3 cameraPointAt() {
vec3 p = vec3(0., 0.0, -5.);
return p;
}
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(1.0,2.,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 = mapScene(p).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.);
}
return postProcess(applyFog(col, d, rd, vec3(0., -.1, -1.), .01));
}
void main() {
o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
} }

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@ -1,127 +1,139 @@
// 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 "m" # define VAR_fft_output "H"
# define VAR_o "f" # define VAR_o "f"
# define VAR_shapes "C" # define VAR_syncs "a"
# define VAR_syncs "i" # define VAR_u_hexGridTex "l"
# define VAR_test "k"
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 f;"
"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;" "const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float i[12];" "layout(location=0)uniform float a[7];"
"layout(location=20)uniform float m[512];" "layout(location=8)uniform float H[512];"
"layout(location=600)uniform vec3 C[15];" "uniform sampler2D l;"
"layout(location=700)uniform vec3 k;" "float d=a[0];"
"float F=i[0];" "vec2 n=vec2(1920,1080);"
"vec2 t(vec2 i,vec2 k)" "vec3 s(vec3 v)"
"{" "{"
"return i.x<k.x?" "return normalize(v);"
"i:"
"k;"
"}" "}"
"vec2 t(vec3 v)" "float s(float v,float f,float m)"
"{" "{"
"return t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x,4.+k.y,0))-2.,1));" "return clamp(v,f,m);"
"}" "}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)" "mat2 s()"
"{" "{"
"float k=0.,n=0.,y=0.;" "float v=sin(.5),f=cos(.5);"
"for(int e=0;e<30;e++)" "return mat2(f,-v,v,f);"
"}"
"float s(vec3 v,vec2 m)"
"{"
"v=abs(v);"
"return max(v.y-m.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-m.x);"
"}\n"
"#define zclamp(a)max(a,0.0)\n"
"struct HexData{vec3 local;vec2 axial;};"
"HexData t(vec3 v)"
"{"
"float f=sqrt(3.)/3.*v.x-1./3.*v.z,m=2./3.*v.z,x=round(f),l=round(m),a=round(-f-m),d=abs(x-f),p=abs(l-m);"
"f=abs(a+f+m);"
"if(d>p&&d>f)"
"x=-l-a;"
"else if(p>f)"
"l=-x-a;"
"f=sqrt(3.)*(x+l*.5);"
"m=1.5*l;"
"HexData r;"
"r.local=v-vec3(f,0,m);"
"r.axial=vec2(x,l);"
"return r;"
"}"
"struct HexData{vec3 local;vec2 axial;};"
"float s(vec2 v)"
"{"
"float m=v.x,f=v.y;"
"return max(abs(m),max(abs(f),abs(-m-f)));"
"}"
"vec3 p(vec3 v)"
"{"
"float f=1e9;"
"HexData m=t(vec3(v.x,v.y-10.,v.z));"
"float l=1.+H[int(clamp(s(m.axial)+1.,0.,511.))];"
"v=m.local;"
"v.xz*=s();"
"l=s(vec3(v.x,v.y-l/2,v.z),vec2(.83,l/2));"
"f=min(f,l);"
"return vec3(f,0,0);"
"}"
"float p(vec3 v,vec3 f,int m)"
"{"
"vec3 l;"
"float x=0.,r;"
"for(int m=0;m<80;m++)"
"{" "{"
"f=v+i*k;" "l=p(v+f*x);"
"vec2 m=t(f);" "r=abs(l.x);"
"k+=m.x;" "if(r<1e-5*(x*.125+1.)||x>1e2)"
"n=m.y;"
"if(k>1e2)"
"break;" "break;"
"if(m.x<.001*k)" "x+=l.x;"
"{"
"y=1.;"
"break;"
"}"
"}" "}"
"if(k>1e2)" "x-=15.;"
"k=0.;" "for(int m=0;m<80;m++)"
"return vec3(k,n,y);"
"}"
"float t(vec3 v,vec3 i,float f)"
"{"
"float k=1.,y=.02;"
"for(int e=0;e<6;e++)"
"{" "{"
"if(y>f)" "l=p(v+f*x);"
"break;" "r=abs(l.x);"
"float n=t(v+y*i).x;" "if(r<x*.00125*1e-5||x>1e2)"
"k=min(k,n/(4.*y));"
"y+=clamp(n,.1,.8);"
"if(k<-1.)"
"break;" "break;"
"x+=min(l.x,.2);"
"}" "}"
"k=max(k,-1.);" "if(r>=1e2)"
"return.25*(1.+k)*(1.+k)*(2.-k);" "x=-1.;"
"return x;"
"}" "}"
"vec3 e(vec3 v)" "vec3 x(vec3 v)"
"{" "{"
"vec2 k=vec2(.01,0);" "vec2 m=vec2(.01,0);"
"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));" "return s(p(v).x-vec3(p(v-m.xyy).x,p(v-m.yxy).x,p(v-m.yyx)));"
"}" "}"
"vec3 e(vec3 v,vec3 k,float i,vec3 m,vec3 f,vec3 n,float y)" "float p(vec3 v,vec3 f,float m,float l,vec3 x,float y)"
"{" "{"
"v-=m;" "vec3 a=s(f-v);"
"float e=length(v);" "m=s(dot(x,a)*m,0.,m)/(1.+y*length(f-v));"
"v=normalize(v);" "if(p(v+x*.025,a,1)<length(f-v))"
"i/=1.+.09*e+.032*e*e;" "m*=l;"
"float F=max(dot(n,v),0.);" "return m;"
"f=normalize(v-f);"
"vec3 r=vec3(.04);"
"r+=(1.-r)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"e=t(m+n*.01,v,e);"
"return(k*F*i+k*pow(max(dot(n,f),0.),mix(128.,8.,y))*i*r)*e;"
"}" "}"
"vec3 e(vec3 v,vec3 i,vec3 f,float k)" "float p(vec3 v,vec3 m,vec3 f)"
"{" "{"
"float n=.01;" "float l=pow(10.,2.);"
"vec3 y=vec3(0);" "return pow(max(dot(reflect(f,v),m),0.),l)*((l+8.)/(acos(-1.)*8.));"
"if(k==0.)"
"y=vec3(.8314,.2941,.2941),n=.1;"
"else if(k==1.)"
"y=vec3(.6196,.6118,.6118),n=.7;"
"else if(k==2.)"
"y=vec3(.3255,.4784,.3255),n=.2;"
"else if(k==3.)"
"y=vec3(.2471,.3059,.6314),n=1.;"
"else if(k==4.)"
"y=vec3(.9961,1,.9922),n=.1;"
"else if(k==5.)"
"y=vec3(.9961,1,.9922),n=.3;"
"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 e(vec2 k,vec3 v)" "vec3 p(vec2 v,vec3 f,float m)"
"{" "{"
"v=normalize(vec3(0,-1,10)-v);" "f=s(vec3(0,0,-5)-f);"
"vec3 n=normalize(cross(vec3(0,1,0),v));" "vec3 l=s(cross(vec3(0,1,0),f));"
"return normalize(v+k.x*n+k.y*cross(v,n));" "return s(f*m+v.x*l+v.y*cross(f,l));"
"}" "}"
"vec3 e(vec2 v)" "vec3 p(vec2 v)"
"{" "{"
"vec3 k=vec3(0,20,-10),n=e(v,k),f=vec3(0),y=vec3(0);" "vec3 f=vec3(0,25,25),m=p(v,f,s(1.,2.,25.)),l=vec3(0);"
"k=t(k,n,y);" "float a=p(f,m,0),r=0.;"
"if(k.x>0.)" "if(a<5e2)"
"{" "{"
"vec3 v=e(y);" "vec3 v=f+m*a,i=x(v);"
"f=e(y,v,n,k.y);" "r=p(v).y;"
"l=l+vec3(.82,.5,.9)*p(v,vec3(10,15,25),1.,.2,i,1e-10)+vec3(.79,.66,.43)*p(v,vec3(4,2,-15),1.,1.,i,1e-10)+vec3(0,.06,.7)*p(v,vec3(0,0,5),s((d-29.)*1e2,0.,50.),0.,i,3.1)+vec3(.29,.28,.33)*s(dot(i,s(vec3(0,1,10))),0.,1.);"
"if(r==0.)"
"l*=vec3(.2,.3,.3)+vec3(p(i,s(vec3(0,.3,.8)),s(m)))*.5;"
"}" "}"
"return f;" "return smoothstep(0.,1.,pow(mix(l,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-a*.01))*vec3(.9,.8,.7),vec3(.45)));"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" "f=vec4(p((gl_FragCoord.xy*2.-n.xy)/n.y),1);"
"f=vec4(v,1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_

View File

@ -13,7 +13,7 @@
#define SU_LENGTH_IN_PATTERNS 108 #define SU_LENGTH_IN_PATTERNS 108
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE) #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_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
#define SU_NUMSYNCS 12 #define SU_NUMSYNCS 2
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS #define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
#include <stdint.h> #include <stdint.h>

79
test.py Normal file
View File

@ -0,0 +1,79 @@
import numpy as np
import matplotlib.pyplot as plt
from matplotlib.animation import FuncAnimation
class DecayingSineWave:
def __init__(self, freq=5, decay=0.05, sample_rate=60):
self.freq = freq
self.decay = decay
self.sample_rate = sample_rate
self.triggers = []
def trigger(self, t):
self.triggers.append(t)
def sample(self, t):
value = 0.0
still_active = []
for start_time in self.triggers:
age = t - start_time
if age >= 0:
v = np.sin(2 * np.pi * self.freq * age / self.sample_rate) * np.exp(-self.decay * age)
value += v
if np.exp(-self.decay * age) > 1e-3:
still_active.append(start_time)
self.triggers = still_active
return value
# --- Initialize ---
wave = DecayingSineWave(freq=5, decay=0.05, sample_rate=60)
wave_array = np.zeros(512)
time = [0]
max_len = 512
fig, ax = plt.subplots()
line, = ax.plot(np.arange(512), wave_array, lw=2)
trig_dots, = ax.plot([], [], 'ro', markersize=4)
ax.set_xlim(0, 511)
ax.set_ylim(-1.2, 1.2)
ax.set_title("Click to Trigger Decaying Sine Wave")
ax.set_xlabel("Sample Index (0 = current)")
ax.set_ylabel("Amplitude")
ax.grid(True)
trigger_times = []
# --- Click handler ---
def on_click(event):
current_time = time[0]
wave.trigger(current_time)
trigger_times.append(current_time)
fig.canvas.mpl_connect('button_press_event', on_click)
# --- Animation update ---
def update(frame):
global wave_array
current_time = time[0]
# Shift buffer to the right (older samples move toward the end)
wave_array = wave_array * 0.995
wave_array = np.roll(wave_array, 1)
# Insert new sample at index 0
wave_array[0] = wave.sample(current_time)
print (wave_array)
line.set_data(np.arange(512), wave_array)
# Trigger markers
visible_triggers = [tt for tt in trigger_times if current_time - 512 < tt <= current_time]
x = [current_time - tt for tt in visible_triggers] # 0 = current time
y = [1.0 for _ in x]
trig_dots.set_data(x, y)
time[0] += 1
return line, trig_dots
ani = FuncAnimation(fig, update, interval=1000 / 60, blit=True)
plt.show()