12 Commits

10 changed files with 802 additions and 504 deletions

View File

@ -606,7 +606,6 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">true</ExcludedFromBuild>
</ClInclude> </ClInclude>
<ClInclude Include="src\waveGenerator.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\editor.cpp"> <ClCompile Include="src\editor.cpp">
@ -622,7 +621,6 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Snapshot|Win32'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Snapshot|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
</ClCompile> </ClCompile>
<ClCompile Include="src\waveGenerator.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="src\shaders\fragment.frag"> <None Include="src\shaders\fragment.frag">

View File

@ -5,7 +5,6 @@
<ClCompile Include="src\song.cpp" /> <ClCompile Include="src\song.cpp" />
<ClCompile Include="src\editor.cpp" /> <ClCompile Include="src\editor.cpp" />
<ClCompile Include="src\fft.cpp" /> <ClCompile Include="src\fft.cpp" />
<ClCompile Include="src\waveGenerator.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\debug.h" /> <ClInclude Include="src\debug.h" />
@ -20,7 +19,6 @@
<ClInclude Include="src\editor.h" /> <ClInclude Include="src\editor.h" />
<ClInclude Include="src\sointu\song.h" /> <ClInclude Include="src\sointu\song.h" />
<ClInclude Include="src\fft.h" /> <ClInclude Include="src\fft.h" />
<ClInclude Include="src\waveGenerator.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="src\shaders\post.inl"> <None Include="src\shaders\post.inl">

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224
song.yml
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@ -2,103 +2,112 @@ bpm: 138
rowsperbeat: 4 rowsperbeat: 4
score: score:
tracks: tracks:
- numvoices: 2 - 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, 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] 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]
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: 2 - 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, 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] 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]
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] 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]
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] 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]
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] 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]
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] 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]
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, -1, -1, -1, -1, -1, -1, -1, -1, -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] 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]
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] 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]
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: 80s lead - name: 80slead.instr
numvoices: 4 numvoices: 2
units: units:
- type: oscillator - type: oscillator
id: 1089 id: 1089
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3} parameters: {color: 0, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 76, type: 1, unison: 3}
- type: oscillator - type: oscillator
id: 1090 id: 1090
parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2} parameters: {color: 64, detune: 64, gain: 128, lfo: 0, phase: 1, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 0}
- type: addp - type: addp
id: 1091 id: 1091
parameters: {stereo: 1} parameters: {stereo: 0}
- type: envelope - type: envelope
id: 1092 id: 1092
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81} parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 0, sustain: 81}
- type: mulp - type: mulp
id: 1098 id: 1098
parameters: {stereo: 1} parameters: {stereo: 0}
- type: sync
id: 1172
parameters: {}
- type: pan - type: pan
id: 1096 id: 1096
parameters: {panning: 60, stereo: 1} parameters: {panning: 63, stereo: 0}
- type: filter - type: filter
id: 1108 id: 1108
parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1} parameters: {bandpass: 1, frequency: 94, highpass: 0, lowpass: 1, resonance: 99, 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: 1133 id: 1146
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1} parameters: {bandpass: 0, frequency: 13, highpass: 1, lowpass: 1, resonance: 109, stereo: 1}
- type: outaux - type: outaux
id: 1097 id: 1097
parameters: {auxgain: 34, outgain: 34, stereo: 1} parameters: {auxgain: 20, outgain: 40, stereo: 1}
- name: 80s bass - name: 80sbass.instr
numvoices: 1 numvoices: 1
units: units:
- type: oscillator - type: oscillator
id: 3 id: 3
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0} parameters: {color: 0, detune: 64, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
- type: oscillator - type: oscillator
id: 4 id: 4
parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1} parameters: {color: 0, detune: 74, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 2}
- 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: 69, gain: 100, release: 68, stereo: 1, sustain: 50} parameters: {attack: 0, decay: 70, gain: 100, release: 68, stereo: 1, sustain: 28}
- type: send - type: send
id: 1088 id: 1088
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0} parameters: {amount: 80, 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: distort
id: 1107
parameters: {drive: 112, stereo: 1}
- type: filter - type: filter
id: 1087 id: 1087
parameters: {bandpass: 0, frequency: 30, highpass: 1, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 40, stereo: 1} parameters: {bandpass: 0, frequency: 45, highpass: 1, lowpass: 1, resonance: 46, stereo: 1}
- type: distort
id: 1107
parameters: {drive: 100, 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: 110, stereo: 1} parameters: {gain: 107, stereo: 1}
- type: sync
id: 1173
parameters: {}
- type: outaux - type: outaux
id: 15 id: 15
parameters: {auxgain: 30, outgain: 30, stereo: 1} parameters: {auxgain: 21, outgain: 42, stereo: 1}
- name: Kick - name: kick.instr
comment: 'Suggested note: C-3' comment: 'Suggested note: C-3'
numvoices: 1 numvoices: 1
units: units:
@ -113,10 +122,10 @@ 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: 57, type: 0, unison: 0} parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 0}
- type: filter - type: filter
id: 281 id: 281
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0} parameters: {bandpass: -1, frequency: 91, highpass: -1, lowpass: 0, resonance: 98, stereo: 0}
- type: mulp - type: mulp
id: 263 id: 263
parameters: {stereo: 0} parameters: {stereo: 0}
@ -134,16 +143,16 @@ 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: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0} parameters: {attack: 34, 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: 1122 id: 1147
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: 1124 id: 1148
parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0} parameters: {amount: 51, port: 0, sendpop: 0, stereo: 0, target: 1159, 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}
@ -157,21 +166,15 @@ patch:
id: 294 id: 294
parameters: {panning: 64, stereo: 0} parameters: {panning: 64, stereo: 0}
- type: filter - type: filter
id: 1132 id: 1149
parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1} parameters: {bandpass: 0, frequency: 11, highpass: -1, lowpass: 1, resonance: 128, stereo: 1}
- type: sync
id: 1180
parameters: {}
- type: outaux - type: outaux
id: 266 id: 266
parameters: {auxgain: 14, outgain: 50, stereo: 1} parameters: {auxgain: 20, outgain: 59, stereo: 1}
- type: oscillator - name: snare.instr
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:
@ -195,10 +198,10 @@ patch:
parameters: {stereo: 0} parameters: {stereo: 0}
- type: filter - type: filter
id: 201 id: 201
parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0} parameters: {bandpass: 0, frequency: 78, highpass: -1, lowpass: 1, resonance: 127, stereo: 0}
- type: filter - type: filter
id: 225 id: 225
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0} parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, resonance: 112, stereo: 0}
- type: addp - type: addp
id: 226 id: 226
parameters: {stereo: 0} parameters: {stereo: 0}
@ -210,7 +213,7 @@ patch:
parameters: {panning: 63, stereo: 0} parameters: {panning: 63, stereo: 0}
- type: outaux - type: outaux
id: 232 id: 232
parameters: {auxgain: 52, outgain: 58, stereo: 1} parameters: {auxgain: 49, outgain: 62, 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}
@ -229,19 +232,19 @@ 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 - name: SuperSaw 4.instr
comment: Automate filter frequency for the classic trance sound comment: Automate filter frequency for the classic trance sound
numvoices: 1 numvoices: 2
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: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 0, detune: 96, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator - type: oscillator
id: 12 id: 12
parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 0, detune: 80, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp - type: addp
id: 13 id: 13
parameters: {stereo: 0} parameters: {stereo: 0}
@ -250,66 +253,62 @@ patch:
parameters: {stereo: 0} parameters: {stereo: 0}
- type: envelope - type: envelope
id: 17 id: 17
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99} parameters: {attack: 0, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
- type: oscillator - type: oscillator
id: 18 id: 1156
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 0, detune: 44, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: oscillator - type: oscillator
id: 19 id: 1157
parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3} parameters: {color: 0, detune: 35, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
- type: addp - type: addp
id: 20 id: 1158
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: 1123 id: 1159
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: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1} parameters: {damp: 23, dry: 106, feedback: 32, notetracking: 2, pregain: 69, stereo: 1}
varargs: [32, 36] varargs: [24, 36]
- type: outaux
id: 1160
parameters: {auxgain: 25, outgain: 25, stereo: 1}
- type: loadnote - type: loadnote
id: 1140 id: 1174
parameters: {stereo: 0} parameters: {stereo: 0}
- type: sync - type: sync
id: 1138 id: 1175
parameters: {} parameters: {}
- type: pop - type: pop
id: 1139 id: 1176
parameters: {stereo: 0} parameters: {stereo: 0}
- type: outaux - name: pad.instr
id: 30
parameters: {auxgain: 23, outgain: 25, stereo: 1}
- name: pad
numvoices: 1 numvoices: 1
units: units:
- type: envelope - type: envelope
id: 1 id: 1161
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: 1} parameters: {amount: 64, port: 4, sendpop: 0, target: 1161}
- type: oscillator - type: oscillator
id: 1125 id: 1162
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: 1126 id: 1163
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: 6 id: 1164
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125} parameters: {amount: 68, port: 1, sendpop: 0, target: 1162}
- type: send - type: send
id: 78 id: 78
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126} parameters: {amount: 61, port: 1, sendpop: 1, target: 1163}
- type: addp - type: addp
id: 80 id: 80
parameters: {stereo: 0} parameters: {stereo: 0}
@ -318,10 +317,10 @@ patch:
parameters: {stereo: 0} parameters: {stereo: 0}
- type: filter - type: filter
id: 11 id: 11
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0} parameters: {bandpass: 0, frequency: 26, highpass: -1, lowpass: 1, resonance: 128, stereo: 0}
- type: filter - type: filter
id: 1127 id: 1165
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0} parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, resonance: 64, stereo: 0}
- type: distort - type: distort
id: 1128 id: 1128
parameters: {drive: 109, stereo: 0} parameters: {drive: 109, stereo: 0}
@ -332,10 +331,13 @@ 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 - name: HappyLead.instr
numvoices: 4 numvoices: 4
units: units:
- type: oscillator - type: oscillator
@ -362,17 +364,51 @@ patch:
varargs: [12550, 24402, 21265, 32419] varargs: [12550, 24402, 21265, 32419]
- type: outaux - type: outaux
id: 172 id: 172
parameters: {auxgain: 64, outgain: 64, stereo: 1} parameters: {auxgain: 38, 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: 25, dry: 0, feedback: 120, notetracking: 0, pregain: 40, stereo: 1} parameters: {damp: 28, dry: 0, feedback: 120, notetracking: 0, pregain: 35, 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: 64, stereo: 1} parameters: {gain: 120, stereo: 1}
comment: Master Out

View File

@ -30,7 +30,6 @@
#endif #endif
#include "fft.h" #include "fft.h"
#include "waveGenerator.h"
#pragma data_seg(".pids") #pragma data_seg(".pids")
// static allocation saves a few bytes // static allocation saves a few bytes
@ -38,6 +37,31 @@ static int pidMain;
static int pidPost; static int pidPost;
// static HDC hDC; // static HDC hDC;
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#define SHAPES 16
#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
#define MAX_DISTANCE 100.f
#define PARTICLES 16
#define PARTICLES_TEX_SIZE (PARTICLES * PARTICLES * 4)
#define PARTICLES_DISTANCE 80.f
static float syncs[1 + SU_NUMSYNCS];
// FFT buffers
static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
static float particlesData[PARTICLES_TEX_SIZE];
static float particlesData2[PARTICLES * PARTICLES]; // additional value for particle distance
static float shapesData[SHAPES_TEX_SIZE];
static float hexGridData[HEX_TEX_SIZE];
#ifndef EDITOR_CONTROLS #ifndef EDITOR_CONTROLS
#pragma code_seg(".main") #pragma code_seg(".main")
void entrypoint(void) void entrypoint(void)
@ -119,17 +143,69 @@ int __cdecl main(int argc, char* argv[])
// Play sound // Play sound
direct_sound_buffer->Play(0, 0, 0); direct_sound_buffer->Play(0, 0, 0);
static float syncs[1 + SU_NUMSYNCS];
// Init FFT // Init FFT
init_hamming_window(); init_hamming_window();
// FFT buffers
static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
static float wave[WAVE_SIZE];
static float wave_uniform[WAVE_SIZE];
struct Vec3 {
float x, y, z;
};
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
GLuint hexGridTex, shapesTex, particlesTex;
glGenTextures(1, &hexGridTex);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/*
glGenTextures(1, &shapesTex);
glBindTexture(GL_TEXTURE_2D, shapesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
*/
glGenTextures(1, &particlesTex);
glBindTexture(GL_TEXTURE_2D, particlesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int currentShape = 0; // mark location which shape we are currently building
float shapeIncrement = 0.15f;
float shapeLastNote = 0.0f;
int currentParticle = 0; // mark location which shape we are currently building
float particleIncrement = 3.0f;
float particleLastNote = 0.0f;
do do
{ {
@ -206,33 +282,183 @@ 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];
} }
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
/****************** /*
* WAVE GENERATOR //////////////////////////////////////////////////////
*******************/ // Shape builder
//////////////////////////////////////////////////////
waveGenerator(syncs[4], wave); // if sound is playing, start a shape, if shape is already started - add length
for (int i = 0; i < (WAVE_SIZE); i++) // if sound has stopped, end shape
{ // if shape is finished, move shape forward
float gain = 1.2f; float shapeCaptureSync = syncs[5];
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.1f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea") // Detect note change to start a new shape
float x_t = wave[i] * gain; bool shapeNoteChanged = (shapeCaptureSync - shapeLastNote) * (shapeCaptureSync - shapeLastNote) > 0.0001f;
// Exponential smoothing kaava shapeLastNote = shapeCaptureSync;
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
wave_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * wave_uniform[i]; // If note changed and value is significant, start new shape
if (shapeCaptureSync > 0.001f && shapeNoteChanged) {
int index = currentShape * 4;
// Reset and activate current shape
shapesData[index + 0] = 0.0f; // x start
shapesData[index + 1] = shapeCaptureSync; // y from audio
shapesData[index + 2] = 1.0f; // z (unused or length)
shapesData[index + 3] = 1.0f; // active
// Advance to next shape slot (circular)
currentShape = (currentShape + 1) % (SHAPES*SHAPES);
} }
glUniform1fvProc(1000, WAVE_SIZE, wave); // Move active shapes
for (int i = 0; i < SHAPES*SHAPES; ++i) {
int index = i * 4;
// Check if shape is active
if (shapesData[index + 3] > 0.5f) {
// Move shape right
shapesData[index + 0] += shapeIncrement;
// Update y (optional, reflect live audio)
//shapesData[index + 1] = captureSync;
// Optional: grow z value to show duration
//shapesData[index + 2] += shapeIncrement * 0.2f;
// If x exceeds max distance, deactivate and reset
if (shapesData[index + 0] > MAX_DISTANCE) {
shapesData[index + 0] = 0.0f;
shapesData[index + 1] = 0.0f;
shapesData[index + 2] = 0.0f;
shapesData[index + 3] = 0.0f; // inactive
}
}
}
// Bind and update u_ShapesTex
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, shapesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 2);
*/
//////////////////////////////////////////////////////
// Particles 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 particleCaptureSync = syncs[5];
// Detect note change to start a new shape
bool particleNoteChanged = (particleCaptureSync - particleLastNote) * (particleCaptureSync - particleLastNote) > 0.0001f;
particleLastNote = particleCaptureSync;
// If note changed and value is significant, start new shape
if (particleCaptureSync > 0.001f && particleNoteChanged) {
int index = currentParticle * 4;
// Reset and activate current shape
particlesData[index + 0] = 0.0f; // x offset
particlesData[index + 1] = 0.0f; // y offset
particlesData[index + 2] = 0.0f; // z distance
particlesData[index + 3] = 1.0f; // a active
//particlesData2[currentParticle] = 0.0f; // reset progress/time!
// Advance to next shape slot (circular)
currentParticle = (currentParticle + 1) % (PARTICLES * PARTICLES);
}
// Move active shapes
for (int i = 0; i < (PARTICLES * PARTICLES); ++i) {
int index = i * 4;
// Check if shape is active
if (particlesData[index + 3] > 0.5f) {
// Move shape
particlesData[index + 2] += particleIncrement;
// Update y (optional, reflect live audio)
//shapesData[index + 1] = captureSync;
// Optional: grow z value to show duration
//shapesData[index + 2] += shapeIncrement * 0.2f;
// If x exceeds max distance, deactivate and reset
if (particlesData[index + 2] > PARTICLES_DISTANCE) {
particlesData[index + 0] = 0.0f;
particlesData[index + 1] = 0.0f;
particlesData[index + 2] = 0.0f;
particlesData[index + 3] = 0.0f; // inactive
}
}
}
// Bind and update u_ParticlesTex
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, particlesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, PARTICLES, PARTICLES, GL_RGBA, GL_FLOAT, particlesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ParticlesTex"), 3);
//glUniform1fvProc(700, PARTICLES*PARTICLES, particlesData2);
//PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
//glUniform3fvProc(600, 1, flatShapes); // array of shapes
//glUniform3fvProc(700, 1, test); // test shape
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
//////////////////////////////////////////////////////
// Hex Grid Builder
//////////////////////////////////////////////////////
float gap = 0.3f;
float cellW = 1.6f + 0.2f; // flat-to-flat width
float cellH = (sqrtf(3.0f) / 2.0f) * cellW; // height based on regular hex geometry
float horizontalSpacing = 0.75f * cellW * (1.0f + gap); // 3/4 of width per column
float verticalSpacing = cellH * (1.0f + gap); // full height per row
float rippleCenterX = 7.0f;
float rippleCenterY = 7.0f;
Vec3 gridOffset = { horizontalSpacing * (GRID - 1) * 0.24f, -5.0f, verticalSpacing * (GRID - 1) * 0.24f };
for (int j = 0; j < GRID; ++j) {
for (int i = 0; i < GRID; ++i) {
// Offset every other column vertically
float offsetZ = (i % 2 == 0) ? 0.0f : 0.5f * verticalSpacing;
float x = i * horizontalSpacing;
float z = j * verticalSpacing + offsetZ;
float y = 0.0f;
Vec3 hexPos = { x - gridOffset.x, y - gridOffset.y, z - gridOffset.z };
float dx = (float)i - rippleCenterX;
float dy = (float)j - rippleCenterY;
float hexDist = sqrtf(dx * dx + dy * dy);
int idx = (j * GRID + i) * 4;
hexGridData[idx + 0] = hexPos.x;
hexGridData[idx + 1] = hexPos.y;
hexGridData[idx + 2] = hexPos.z;
hexGridData[idx + 3] = hexDist;
}
}
// Bind and update u_hexGridTex
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID, GRID, GL_RGBA, GL_FLOAT, hexGridData);
glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 1);
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);
@ -265,11 +491,5 @@ int __cdecl main(int argc, char* argv[])
lastPlayCursor = playCursor; lastPlayCursor = playCursor;
} while(!GetAsyncKeyState(VK_ESCAPE)); } while(!GetAsyncKeyState(VK_ESCAPE));
ExitProcess(0); ExitProcess(0);
} }

View File

@ -4,21 +4,58 @@ 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[7]; layout(location = 0) uniform float syncs[12];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4 layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 1000) uniform float wave[512]; // FFT_SIZE / 4 layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
//layout(location = 700) uniform float particlesData2[256]; // additional particles data for distance
layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
//layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
layout(binding = 3) uniform sampler2D u_ParticlesTex; // uniform sampler2D particles texture
float u_time = syncs[0]; float u_time = syncs[0];
vec2 getUV(vec2 offset) { vec3 palette(float t){
vec2 uv = 2.0 * ((gl_FragCoord.xy + offset *0.5) / vec2(1920,1080) - 0.5); vec3 a=vec3(0.46,0.2,0.94);
uv.x *= 1920/1080; vec3 b=vec3(0.66,0.64,0.77);
return uv; vec3 c=vec3(0.91,0.62,0.97);
vec3 d=vec3(0.26,0.2,0.84);
return a+b*cos(6.28318*(c*t+d));
}
// Or 2D version
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
}
mat2 rot2D(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
} }
float noise(in vec2 xy, in float seed) { float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
} }
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
/////////////////
// GEOMETRY //
/////////////////
// Hexagonal prism, circumcircle variant // Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) { float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p); vec3 q = abs(p);
@ -32,29 +69,27 @@ float sdHex(vec3 pos, float i, float angle) {
return d1; return d1;
} }
float sdSphere(vec3 p, float r) { float sdSphere(vec3 p, float r){
return length(p)-r; return length(p) -r;
} }
mat2 rot2D(float angle) { //////////////
float s = sin(angle), c = cos(angle); // SCENE //
return mat2(c, -s, s, c); //////////////
// 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 getScaledFFT(int index, float scale, float offset) { // float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = wave[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
// Modify your mapScene function
vec2 mapScene(in vec3 p) { vec2 mapScene(in vec3 p) {
float mat = 0.;
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9; float d = 1e9;
float a = 0.; float a = 0.;
@ -63,44 +98,11 @@ vec2 mapScene(in vec3 p) {
float rippleFreq = 1.0; float rippleFreq = 1.0;
float rippleDecay = 0.25; float rippleDecay = 0.25;
// big sphere
a = sdSphere(vec3(p.x, p.y - 16., p.z - 10.), 2.);
d = min(d,a);
if (d==a) {
mat = 1.;
}
// rotating spheres
vec3 q = vec3(p.x, p.y - 16., p.z - 10.);
q.xy = rot2D(u_time*2.)*q.xy;
float smallSphereDist = 4.;
float smallSphereSize = 0.2;
a = sdSphere(vec3(q.x + smallSphereDist, q.y, q.z), smallSphereSize),
d = min(d,a);
if (d==a) mat = 1.0;
a = sdSphere(vec3(q.x - smallSphereDist, q.y, q.z), smallSphereSize),
d = min(d,a);
if (d==a) mat = 1.0;
a = sdSphere(vec3(q.x, q.y + smallSphereDist, q.z), smallSphereSize),
d = min(d,a);
if (d==a) mat = 1.0;
a = sdSphere(vec3(q.x, q.y - smallSphereDist, q.z), smallSphereSize),
d = min(d,a);
if (d==a) mat = 1.0;
// Hexagonal grid // Hexagonal grid
float hexGap = 0.2; float hexGap = 0.2;
/*
for(float j = 0.; j < 16.; j++) { for(float j = 0.; j < 16.; j++) {
vec3 po = p; vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10); po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j); po += vec3(0, 0., (1.88 + hexGap) * j);
@ -122,17 +124,95 @@ vec2 mapScene(in vec3 p) {
//float hexSize = fft_output[hexDist] * 5.0; //float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.); a = sdHex(po, 1. + hexSize, 0.);
d = min(d, a); //d = min(d, a);
res = opU(res, vec2(a, 2.));
if(d == a) {
mat = 1.;
}
} }
} }
*/
// main note effect shapes
// res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
return vec2(d, mat); /*
float gridSize = 16.0; // or GRID if you want full size
//float hexGap = 0.2;
for(float j = 0.; j < gridSize; j++) {
for(float i = 0.; i < gridSize; i++) {
ivec2 texSize = textureSize(u_hexGridTex, 0);
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
vec3 hexPos = hexData.rgb;
float hexDist = hexData.a;
// Optionally use hexDist for ripple effect with FFT
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
float hexSize = getScaledFFT(index, 15. ,0.);
float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
res = opU(res, vec2(a, 1.));
}
}
*/
/*
float gridSize2 = 16.;
for(float j = 0.; j < gridSize2; j++) {
for(float i = 0.; i < gridSize2; i++) {
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize2);
vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
float shapeActive = shapeData.a;
if(shapeActive < 0.5) continue;
vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
float a = sdSphere(shapePos, 0.8);
res = opU(res, vec2(a, 1.));
}
}
*/
/*
float maxRadius = 40.; // Circle radius
float sphereRadius = 0.3;
int index = 0;
float gridSize3 = 16.;
for(float j = 0; j < gridSize3; j++) {
for(float i = 0; i < gridSize3; i++) {
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize3);
vec4 particleData = texture(u_ParticlesTex, texCoord); // RGBA: x, y, distance, active
float particleActive = particleData.a;
if(particleData.z < 0.5) continue;
// Map param to angle
float particleStartPos = hash(vec2(j, i)) * 2.0 * PI;
// Direction from center to initial circle position (in XY plane)
vec3 dir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
float r = max(maxRadius - particleData.z, -maxRadius);
float offsetFactor = 15.;
vec3 particleOffset = vec3(hash(vec2(i, j)) * offsetFactor , 4., hash(vec2(j, i)) * offsetFactor); // particle offset
// Final object position = center (offset) + radial movement
vec3 center = particleOffset; // Circle center
vec3 objPos = center + dir * r; // Object slides inward
res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
index++;
}
}
*/
return res;
} }
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.; float t = 0.;
float mat = 0.; float mat = 0.;
@ -142,9 +222,9 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
pos = ro + rd * t; pos = ro + rd * t;
vec2 res = mapScene(pos); vec2 res = mapScene(pos);
// Increase step size multiplier for faster marching // Increase step size multiplier for faster marching
t += res.x * 1.2; t += res.x;
mat = res.y; mat = res.y;
if(t > 100.) { // Reduced max distance if(t > 600.) { // Reduced max distance
break; break;
} }
if(res.x < 0.001 * t) { // Less precise hit detection if(res.x < 0.001 * t) { // Less precise hit detection
@ -152,12 +232,17 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
break; break;
} }
} }
if (t > 100.) // This will break fog effect
t = 0.; //if (t > 100.)
// t = 0.;
return vec3(t, mat, hit); return vec3(t, mat, hit);
} }
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0; float res = 1.0;
float t = mint; float t = mint;
@ -210,6 +295,50 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
return (diffuse + specular * fresnel) * shadow; return (diffuse + specular * fresnel) * shadow;
} }
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
float fogAmount = 1.0 - exp(-t*b);
float sunAmount = max( dot(rd, lightDir), 0.0 );
vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
vec3(0.302, 0.3176, 0.3725), // yellow
pow(sunAmount, syncsBass * 5.0) );
return mix( col, fogColor, fogAmount );
}
// Point light with no shadow and radius based falloff
vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, float radius, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
// Light vector from surface to light
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
// Attenuation (radius based falloff)
float attenuation = clamp(intensity - lightDistance*lightDistance/(radius*radius), 0.0, 1.0);
// 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;
}
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) { /*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
vec3 lightDir = normalize(lightPos - worldPos); vec3 lightDir = normalize(lightPos - worldPos);
float lightDistance = length(lightPos - worldPos); float lightDistance = length(lightPos - worldPos);
@ -232,22 +361,10 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
} }
*/ */
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for(int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i * i);
float dist = mapScene(p + n * len).x;
occ += (len - dist) * weight;
weight *= 0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) { vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01; float shininess = 0.01;
vec3 outMaterial = vec3(0.0, 0.0, 0.0); vec3 outMaterial = vec3(0.);
if(material == 0.) { if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941); outMaterial = vec3(0.8314, 0.2941, 0.2941);
@ -270,9 +387,71 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
} }
vec3 lights = vec3(0.); vec3 lights = vec3(0.);
lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess); lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 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);
lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
// LIGHTS IN HEX GRID PATTERN
/*
float gridsize = 16.0; // or GRID if you want full size
vec3 p = vec3(0.);
for(float j = 0.; j < gridsize; j++) {
for(float i = 0.; i < gridsize; i++) {
ivec2 texSize = textureSize(u_hexGridTex, 0);
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
vec3 hexPos = hexData.rgb;
float hexDist = hexData.a;
// Optionally use hexDist for ripple effect with FFT
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
float hexSize = getScaledFFT(index, 15. ,0.);
//float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 2., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 5., 0., 1.), 3.4 ,v, dir, n, shininess);
}
}
*/
// LIGHTS WITH PARTICLES
float maxRadius = 40.; // Circle radius
float sphereRadius = 0.7;
int index = 0;
float particleHeight = 4.;
float gridSize3 = 16.;
for(float j = 0; j < gridSize3; j++) {
for(float i = 0; i < gridSize3; i++) {
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize3);
vec4 particleData = texture(u_ParticlesTex, texCoord); // RGBA: x, y, distance, active
float particleActive = particleData.a;
if(particleData.z < 0.5) continue;
// Map param to angle
float particleStartPos = hash(vec2(j, i)) * 2.0 * PI;
// Direction from center to initial circle position (in XY plane)
vec3 dir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
float r = max(maxRadius - particleData.z, -maxRadius);
float offsetFactor = 15.;
vec3 particleOffset = vec3(hash(vec2(i, j)) * offsetFactor , particleHeight, hash(vec2(j, i)) * offsetFactor); // particle offset
// Final object position = center (offset) + radial movement
vec3 center = particleOffset; // Circle center
vec3 objPos = center + dir * r; // Object slides inward
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
lights += addPointLight(objPos, palette(i + j), 3.0, v, dir, n, shininess);
//lights += addPointLightNoShadow(objPos, palette(i + j), 10. , 20. ,v, dir, n, shininess);
index++;
}
}
vec3 lightDir = vec3(0., 1., -3); vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.); //float sun_dif = clamp(dot(n, lightDir), 0., 1.);
@ -282,7 +461,9 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0); 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; lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
return outMaterial * max(vec3(0.), lights); outMaterial *= max(vec3(0.), lights); // output with lights;
return outMaterial;
} }
vec3 postProcess(vec3 col) { vec3 postProcess(vec3 col) {
@ -291,7 +472,7 @@ vec3 postProcess(vec3 col) {
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither //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) // Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = getUV(vec2(0., 0.)); //gl_FragCoord.xy / u_resolution.xy; vec2 screenCoord = getUV();
// Vignette // Vignette
float radius = 0.8; float radius = 0.8;
@ -316,65 +497,31 @@ vec3 postProcess(vec3 col) {
return col; return col;
} }
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) { //////////////////
// Calculate camera's orthonormal basis // RENDERING //
vec3 camForward = normalize(camTarget - camPos); //////////////////
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward); vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
{
return rayDir; vec3 f = normalize(camTarget-camPos),
r = normalize(cross(vec3(0,1,0), f)),
u = cross(f,r),
c = f*fov,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
} }
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
camPos = vec3(0.0, 10.0, -10.0);
if(cameraMode == 1) {
// Orbiting camera
vec3 camTarget = vec3(0.0, 50.0, -20.0);
float orbitRadius = 20.0;
float orbitSpeed = 0.2;
float orbitHeight = 10.0;
float angle = time * orbitSpeed;
camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
} else if(cameraMode == 2) {
// Smooth camera movement
float t = time * 0.06;
camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
} else if(cameraMode == 3) {
// First person style movement
float walkSpeed = 2.0;
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
} else if(cameraMode == 4) {
camPos = vec3(0., 30., 25.);
}
return camPos;
}
// Main camera function that combines everything
vec3 setupCamera(vec2 uv, float time, int positionMode) {
vec3 camPos = getCameraPosition(time, positionMode);
vec3 camTarget = vec3(0.0, 10.0, 10.0); // Adjust target as needed
float fov = 1.;
return getCameraRay(uv, camPos, camTarget, fov);
}
// Simplified version of your render function using the new camera system
vec3 render(vec2 uv) { vec3 render(vec2 uv) {
// Choose camera modes:
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
// Ray: 0=standard, 1=zoom, 2=dof
int positionMode = 4; // Static
vec3 rayDir = setupCamera(uv, u_time, positionMode); vec3 camPos = vec3(-10.0, 20.0, -20.0);
vec3 camPos = getCameraPosition(u_time, positionMode); vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed
float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 col = vec3(0.); // background color
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0); vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos); vec3 t = castRay(camPos, rayDir, hitPos);
@ -382,16 +529,53 @@ vec3 render(vec2 uv) {
vec3 nor = calcNormal(hitPos); vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y); col = shading(hitPos, nor, rayDir, t.y);
} }
/*
//glow from the bottom
vec3 bGlowColor = palette(clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.)); // color change
float bGlowDistance = 0.3;
vec3 p = camPos + t.x * rayDir;
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
col += bGlowLevel;
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
*/
// distance fog + bass thunder
float fogAmount = 0.01;
col = col *exp(-t.x*fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0-exp(-t.x*fogAmount));
return col; return col;
} }
void main() { void main() {
vec3 finalColor = render(getUV());
vec3 finalColor = render(getUV(vec2(0., 0.)));
//finalColor = postProcess(finalColor); //finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.); o = vec4(finalColor, 1.);
} }
/*
vec3 render2(vec2 uv, float time) {
vec3 res = vec3(.0);
float pos = syncs[5];
if (uv.x >= pos && uv.x <= pos+0.01 ) {
res += vec3(1.);
}
//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
// res += vec3(abs(syncs[4]*2));
//}
//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
return res;
}
void main() {
vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
vec3 col = render2(uv, u_time);
o = vec4(col,1.0);
}
*/

View File

@ -1,183 +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 "l" # define VAR_fft_output "n"
# define VAR_o "i" # define VAR_o "f"
# define VAR_shapes "s"
# define VAR_syncs "m" # define VAR_syncs "m"
# define VAR_wave "n" # define VAR_u_ParticlesTex "d"
# define VAR_u_hexGridTex "k"
const char *fragment_frag = const char *fragment_frag =
"#version 460\n" "#version 460\n"
"precision mediump float;" "precision mediump float;"
"out vec4 i;" "out vec4 f;"
"const float f=2.*acos(-1.),v=sqrt(5.)*.5+.5;" "const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];" "layout(location=0)uniform float m[12];"
"layout(location=8)uniform float l[512];" "layout(location=20)uniform float n[512];"
"layout(location=1000)uniform float n[512];" "layout(location=600)uniform vec3 s[15];"
"float x=m[0];" "layout(binding=1)uniform sampler2D k;"
"vec2 t()" "layout(binding=3)uniform sampler2D d;"
"float g=m[0];"
"float t(vec2 v)"
"{" "{"
"vec2 i=2.*((gl_FragCoord.xy+vec2(0)*.5)/vec2(1920,1080)-.5);" "return fract(sin(dot(v,vec2(127.1,311.7)))*43758.5453123);"
"i.x*=1;"
"return i;"
"}" "}"
"float t(vec3 v,vec2 i)" "vec2 t(vec3 v)"
"{" "{"
"v=abs(v);" "return vec2(v.y,0);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}" "}"
"float t(vec3 v,float i)" "vec3 t(vec3 v,vec3 x,inout vec3 f)"
"{" "{"
"return length(v)-i;" "float i=0.,e=0.,y=0.;"
"}" "for(int n=0;n<30;n++)"
"mat2 e()"
"{"
"float v=x*2.,i=sin(v);"
"v=cos(v);"
"return mat2(v,-i,i,v);"
"}"
"float e(int v)"
"{"
"v=clamp(v,0,511);"
"float i=n[v];"
"return log(1.+i*15.);"
"}"
"vec2 e(vec3 v)"
"{"
"float i=0.,f=1e9,m=0.;"
"vec2 n=vec2(7);"
"m=t(vec3(v.x,v.y-16.,v.z-10.),2.);"
"f=min(f,m);"
"if(f==m)"
"i=1.;"
"vec3 l=vec3(v.x,v.y-16.,v.z-10.);"
"l.xy=e()*l.xy;"
"m=t(vec3(l.x+4.,l.yz),.2),f=min(f,m);"
"if(f==m)"
"i=1.;"
"m=t(vec3(l.x-4.,l.yz),.2),f=min(f,m);"
"if(f==m)"
"i=1.;"
"m=t(vec3(l.x,l.y+4.,l.z),.2),f=min(f,m);"
"if(f==m)"
"i=1.;"
"m=t(vec3(l.x,l.y-4.,l.z),.2),f=min(f,m);"
"if(f==m)"
"i=1.;"
"for(float l=0.;l<16.;l++)"
"{" "{"
"vec3 x=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*l);" "f=v+x*i;"
"for(float v=0.;v<16.;v++)" "vec2 m=t(f);"
"{" "i+=m.x;"
"x=mod(v,2.)==0.?" "e=m.y;"
"x-vec3(1.8,0,1):" "if(i>6e2)"
"x+vec3(-1.8,0,1);"
"int y=int(length(vec2(v,l)-n.xy));"
"m=t(x,vec2(.86,1.+e(y)*2.));"
"f=min(f,m);"
"if(f==m)"
"i=1.;"
"}"
"}"
"return vec2(f,i);"
"}"
"vec3 e(vec3 v,vec3 i,inout vec3 f)"
"{"
"float m=0.,l=0.,y=0.;"
"for(int r=0;r<30;r++)"
"{"
"f=v+i*m;"
"vec2 n=e(f);"
"m+=n.x*1.2;"
"l=n.y;"
"if(m>1e2)"
"break;" "break;"
"if(n.x<.001*m)" "if(m.x<.001*i)"
"{" "{"
"y=1.;" "y=1.;"
"break;" "break;"
"}" "}"
"}" "}"
"if(m>1e2)" "return vec3(i,e,y);"
"m=0.;"
"return vec3(m,l,y);"
"}" "}"
"float e(vec3 v,vec3 m,float i)" "float t(vec3 v,vec3 i,float f)"
"{" "{"
"float f=1.,l=.02;" "float m=1.,y=.02;"
"for(int r=0;r<6;r++)" "for(int n=0;n<6;n++)"
"{" "{"
"if(l>i)" "if(y>f)"
"break;" "break;"
"float x=e(v+l*m).x;" "float d=t(v+y*i).x;"
"f=min(f,x/(4.*l));" "m=min(m,d/(4.*y));"
"l+=clamp(x,.1,.8);" "y+=clamp(d,.1,.8);"
"if(f<-1.)" "if(m<-1.)"
"break;" "break;"
"}" "}"
"f=max(f,-1.);" "m=max(m,-1.);"
"return.25*(1.+f)*(1.+f)*(2.-f);" "return.25*(1.+m)*(1.+m)*(2.-m);"
"}" "}"
"vec3 t(vec3 v)" "vec3 x(vec3 v)"
"{" "{"
"vec2 i=vec2(.01,0);" "vec2 m=vec2(.01,0);"
"return normalize(vec3(e(v+i.xyy).x-e(v-i.xyy).x,e(v+i.yxy).x-e(v-i.yxy).x,e(v+i.yyx).x-e(v-i.yyx).x));" "return normalize(vec3(t(v+m.xyy).x-t(v-m.xyy).x,t(v+m.yxy).x-t(v-m.yxy).x,t(v+m.yyx).x-t(v-m.yyx).x));"
"}" "}"
"vec3 e(vec3 v,vec3 f,vec3 m,vec3 i,vec3 x,float l)" "vec3 t(vec3 v,vec3 m,float i,vec3 d,vec3 f,vec3 x,float y)"
"{" "{"
"v-=m;" "v-=d;"
"float r=length(v);" "float n=length(v);"
"v=normalize(v);" "v=normalize(v);"
"float n=3./(1.+.09*r+.032*r*r),y=max(dot(x,v),0.);" "i/=1.+.09*n+.032*n*n;"
"i=normalize(v-i);" "float g=max(dot(x,v),0.);"
"vec3 z=vec3(.04);" "f=normalize(v-f);"
"z+=(1.-z)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);" "vec3 e=vec3(.04);"
"r=e(m+x*.01,v,r);" "e+=(1.-e)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"return(f*y*n+f*pow(max(dot(x,i),0.),mix(128.,8.,l))*n*z)*r;" "n=t(d+x*.01,v,n);"
"return(m*g*i+m*pow(max(dot(x,f),0.),mix(128.,8.,y))*i*e)*n;"
"}" "}"
"vec3 e(vec3 v,vec3 f,vec3 i,float m)" "vec3 t(vec3 v,vec3 f,vec3 i,float m)"
"{" "{"
"float l=.01;" "float y=.01;"
"vec3 x=vec3(0);" "vec3 n=vec3(0);"
"if(m==0.)" "if(m==0.)"
"x=vec3(.8314,.2941,.2941),l=.1;" "n=vec3(.8314,.2941,.2941),y=.1;"
"else if(m==1.)" "else if(m==1.)"
"x=vec3(.6196,.6118,.6118),l=.7;" "n=vec3(.6196,.6118,.6118),y=.7;"
"else if(m==2.)" "else if(m==2.)"
"x=vec3(.3255,.4784,.3255),l=.2;" "n=vec3(.3255,.4784,.3255),y=.2;"
"else if(m==3.)" "else if(m==3.)"
"x=vec3(.2471,.3059,.6314),l=1.;" "n=vec3(.2471,.3059,.6314),y=1.;"
"else if(m==4.)" "else if(m==4.)"
"x=vec3(.9961,1,.9922),l=.1;" "n=vec3(.9961,1,.9922),y=.1;"
"else if(m==5.)" "else if(m==5.)"
"x=vec3(.9961,1,.9922),l=.3;" "n=vec3(.9961,1,.9922),y=.3;"
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,l)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,l)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,l)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;" "vec3 e=vec3(0)+t(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,i,f,y)+t(vec3(0,20,15),vec3(.77,.26,.73),30.,v,i,f,y);"
"return x*max(vec3(0),v);" "int g=0;"
"for(float m=0;m<16.;m++)"
"for(float i=0;i<16.;i++)"
"{"
"vec2 n=(vec2(i,m)+.5)/float(16.);"
"vec4 x=texture(d,n);"
"if(x.z<.5)"
"continue;"
"float s=t(vec2(m,i))*2.*acos(-1.);"
"vec3 c=normalize(vec3(cos(s),0,sin(s))),l=vec3(t(vec2(i,m))*15.,4,t(vec2(m,i))*15.);"
"e+=t(l+c*max(40.-x.z,-40.),vec3(.46,.2,.94)+vec3(.66,.64,.77)*cos(6.28318*(vec3(.91,.62,.97)*(i+m)+vec3(.26,.2,.84))),3.,v,c,f,y);"
"g++;"
"}"
"e+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return n*max(vec3(0),e);"
"}" "}"
"vec3 e(vec2 v,vec3 f)" "vec3 t(vec2 m,vec3 v)"
"{" "{"
"f=normalize(vec3(0,10,10)-f);" "v=normalize(vec3(0,10,0)-v);"
"vec3 m=normalize(cross(vec3(0,1,0),f));" "vec3 y=normalize(cross(vec3(0,1,0),v));"
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);" "return normalize(v+m.x*y+m.y*cross(v,y));"
"}" "}"
"vec3 d()" "vec3 x(vec2 v)"
"{" "{"
"return vec3(0,30,25);" "vec3 f=vec3(-10,20,-20),y=t(v,f),i=vec3(0),n=vec3(0);"
"}" "f=t(f,y,n);"
"vec3 d(vec2 v)" "if(f.x>0.)"
"{"
"vec3 f=e(v,d()),i=vec3(.102,.2431,.3412),m=vec3(0),l=e(d(),f,m);"
"if(l.x>0.)"
"{" "{"
"vec3 v=t(m);" "vec3 v=x(n);"
"i=e(m,v,f,l.y);" "i=t(n,v,y,f.y);"
"}" "}"
"return i;" "return i*exp(-f.x*.01)+mix(i,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(y,vec3(0,-.5,1.8)),0.),clamp(m[1]+m[2]+m[3],0.,1.)*5.)),1.-exp(-f.x*.01))*(1.-exp(-f.x*.01));"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec3 v=d(t());" "vec3 v=x(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"i=vec4(v,1);" "f=vec4(v,1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_

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@ -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 2 #define SU_NUMSYNCS 11
#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>

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@ -1,87 +0,0 @@
#include "waveGenerator.h"
#include <cmath>
const float DECAY_FACTOR = 0.80f; // Amplitude decay per iteration
const float PI = 3.14159265f;
const float WAVE_LENGTH = 3.0f;
const float WAVE_SPEED = 0.5f;
const int speed = 1;
float waveOffset = 0.0f;
float temp[WAVE_SIZE] = { 0.0f }; // Temp buffer for propagation
//float wave[WAVE_SIZE] = { 0.0f }; // Wave buffer
float clamp(float value) {
if (value > 4.f) {
value = 4.f;
}
if (value < 0.f) {
value = 0.f;
}
return value;
}
// Generate a sine wave into the beginning of the array
void generateSineWave(float amplitude, float* wave) {
for (int i = 0; i < WAVE_SIZE; ++i) {
float sine = std::sin(2.0f * PI * i / WAVE_LENGTH);
float sample = 1.0f + sine;
wave[i] = clamp(sample * amplitude);
}
}
// Shift wave and apply decay
void propagateWave(float* wave) {
for (int i = WAVE_SIZE - 1; i >= speed; --i) {
wave[i] = wave[i - speed] * DECAY_FACTOR;
}
// Decay the front section that no longer receives new values
for (int i = 0; i < speed; ++i) {
wave[i] = wave[i] * DECAY_FACTOR;
}
}
/*
void propagateWave(float* wave) {
waveOffset += WAVE_SPEED;
for (int i = 0; i < WAVE_SIZE; ++i) {
float srcIndex = i - waveOffset;
if (srcIndex < 0 || srcIndex >= WAVE_SIZE - 1) {
temp[i] = 0.0f;
}
else {
int index0 = srcIndex - (srcIndex < 0 && srcIndex != (int)srcIndex);
int index1 = index0 + 1;
float t = srcIndex - index0;
float value = (1.0f - t) * wave[index0] + t * wave[index1];
temp[i] = clamp(value * DECAY_FACTOR);
}
}
//// Copy temp back to wave
for (int i = 0; i < WAVE_SIZE; ++i) {
wave[i] = temp[i];
}
//// Prevent offset overflow
if (waveOffset >= 1.0f) {
waveOffset -= waveOffset - (waveOffset < 0 && srcIndex != (int)srcIndex);
}
}
*/
void waveGenerator(float sound, float* wave) {
generateSineWave(sound, wave);
propagateWave(wave);
}

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@ -1,7 +0,0 @@
#pragma once
#include <cmath>
#define WAVE_SIZE 512
void generateSineWave(float amplitude, float* wave);
void propagateWave(float* wave);
void waveGenerator(float sound, float* wave);