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teemun_sha
...
the_gate
| Author | SHA1 | Date | |
|---|---|---|---|
| 3317747bdd |
Binary file not shown.
224
song.yml
224
song.yml
@ -2,112 +2,103 @@ bpm: 138
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rowsperbeat: 4
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score:
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tracks:
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- numvoices: 1
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||||
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]
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||||
- 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]
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||||
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]]
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||||
- 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, -1]
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||||
- numvoices: 2
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||||
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]
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||||
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]]
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- numvoices: 1
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||||
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]
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||||
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]
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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]]
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||||
- numvoices: 1
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||||
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]
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||||
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]
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||||
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]]
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||||
- 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]
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||||
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]]
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||||
- numvoices: 1
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||||
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]
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||||
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]]
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||||
- 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]
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||||
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]]
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||||
- numvoices: 1
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||||
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]
|
||||
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]
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||||
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]]
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||||
- 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]]
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||||
rowsperpattern: 16
|
||||
length: 108
|
||||
patch:
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- name: 80slead.instr
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numvoices: 2
|
||||
- name: 80s lead
|
||||
numvoices: 4
|
||||
units:
|
||||
- type: oscillator
|
||||
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
|
||||
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
|
||||
id: 1091
|
||||
parameters: {stereo: 0}
|
||||
parameters: {stereo: 1}
|
||||
- type: envelope
|
||||
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
|
||||
id: 1098
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1172
|
||||
parameters: {}
|
||||
parameters: {stereo: 1}
|
||||
- type: pan
|
||||
id: 1096
|
||||
parameters: {panning: 63, stereo: 0}
|
||||
parameters: {panning: 60, stereo: 1}
|
||||
- type: filter
|
||||
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
|
||||
id: 1119
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
- type: filter
|
||||
id: 1146
|
||||
parameters: {bandpass: 0, frequency: 13, highpass: 1, lowpass: 1, resonance: 109, stereo: 1}
|
||||
id: 1133
|
||||
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
|
||||
- type: outaux
|
||||
id: 1097
|
||||
parameters: {auxgain: 20, outgain: 40, stereo: 1}
|
||||
- name: 80sbass.instr
|
||||
parameters: {auxgain: 34, outgain: 34, stereo: 1}
|
||||
- name: 80s bass
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: oscillator
|
||||
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
|
||||
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
|
||||
id: 1084
|
||||
parameters: {stereo: 1}
|
||||
- type: envelope
|
||||
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
|
||||
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
|
||||
id: 1086
|
||||
parameters: {stereo: 1}
|
||||
- type: filter
|
||||
id: 1087
|
||||
parameters: {bandpass: 0, frequency: 45, highpass: 1, lowpass: 1, resonance: 46, stereo: 1}
|
||||
- type: distort
|
||||
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
|
||||
id: 284
|
||||
parameters: {panning: 64, stereo: 1}
|
||||
- type: gain
|
||||
id: 1121
|
||||
parameters: {gain: 107, stereo: 1}
|
||||
- type: sync
|
||||
id: 1173
|
||||
parameters: {}
|
||||
parameters: {gain: 110, stereo: 1}
|
||||
- type: outaux
|
||||
id: 15
|
||||
parameters: {auxgain: 21, outgain: 42, stereo: 1}
|
||||
- name: kick.instr
|
||||
parameters: {auxgain: 30, outgain: 30, stereo: 1}
|
||||
- name: Kick
|
||||
comment: 'Suggested note: C-3'
|
||||
numvoices: 1
|
||||
units:
|
||||
@ -122,10 +113,10 @@ patch:
|
||||
parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
|
||||
- type: oscillator
|
||||
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
|
||||
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
|
||||
id: 263
|
||||
parameters: {stereo: 0}
|
||||
@ -143,16 +134,16 @@ patch:
|
||||
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: envelope
|
||||
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
|
||||
id: 1118
|
||||
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0}
|
||||
- type: send
|
||||
id: 1147
|
||||
id: 1122
|
||||
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
|
||||
- type: send
|
||||
id: 1148
|
||||
parameters: {amount: 51, port: 0, sendpop: 0, stereo: 0, target: 1159, voice: 0}
|
||||
id: 1124
|
||||
parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0}
|
||||
- type: oscillator
|
||||
id: 277
|
||||
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
|
||||
@ -166,15 +157,21 @@ patch:
|
||||
id: 294
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: filter
|
||||
id: 1149
|
||||
parameters: {bandpass: 0, frequency: 11, highpass: -1, lowpass: 1, resonance: 128, stereo: 1}
|
||||
- type: sync
|
||||
id: 1180
|
||||
parameters: {}
|
||||
id: 1132
|
||||
parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
|
||||
- type: outaux
|
||||
id: 266
|
||||
parameters: {auxgain: 20, outgain: 59, stereo: 1}
|
||||
- name: snare.instr
|
||||
parameters: {auxgain: 14, outgain: 50, stereo: 1}
|
||||
- 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'
|
||||
numvoices: 1
|
||||
units:
|
||||
@ -198,10 +195,10 @@ patch:
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
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
|
||||
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
|
||||
id: 226
|
||||
parameters: {stereo: 0}
|
||||
@ -213,7 +210,7 @@ patch:
|
||||
parameters: {panning: 63, stereo: 0}
|
||||
- type: outaux
|
||||
id: 232
|
||||
parameters: {auxgain: 49, outgain: 62, stereo: 1}
|
||||
parameters: {auxgain: 52, outgain: 58, stereo: 1}
|
||||
- type: envelope
|
||||
id: 233
|
||||
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
@ -232,19 +229,19 @@ patch:
|
||||
- type: send
|
||||
id: 238
|
||||
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
|
||||
numvoices: 2
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 1109
|
||||
parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
|
||||
- type: oscillator
|
||||
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
|
||||
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
|
||||
id: 13
|
||||
parameters: {stereo: 0}
|
||||
@ -253,62 +250,66 @@ patch:
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
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
|
||||
id: 1156
|
||||
parameters: {color: 0, detune: 44, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
id: 18
|
||||
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 1157
|
||||
parameters: {color: 0, detune: 35, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
id: 19
|
||||
parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: addp
|
||||
id: 1158
|
||||
id: 20
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 23
|
||||
parameters: {stereo: 0}
|
||||
- type: gain
|
||||
id: 1159
|
||||
id: 1123
|
||||
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
|
||||
id: 29
|
||||
parameters: {damp: 23, dry: 106, feedback: 32, notetracking: 2, pregain: 69, stereo: 1}
|
||||
varargs: [24, 36]
|
||||
- type: outaux
|
||||
id: 1160
|
||||
parameters: {auxgain: 25, outgain: 25, stereo: 1}
|
||||
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
|
||||
varargs: [32, 36]
|
||||
- type: loadnote
|
||||
id: 1174
|
||||
id: 1140
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1175
|
||||
id: 1138
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1176
|
||||
id: 1139
|
||||
parameters: {stereo: 0}
|
||||
- name: pad.instr
|
||||
- type: outaux
|
||||
id: 30
|
||||
parameters: {auxgain: 23, outgain: 25, stereo: 1}
|
||||
- name: pad
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 1161
|
||||
id: 1
|
||||
parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96}
|
||||
- type: send
|
||||
id: 2
|
||||
parameters: {amount: 64, port: 4, sendpop: 0, target: 1161}
|
||||
parameters: {amount: 64, port: 4, sendpop: 0, target: 1}
|
||||
- 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}
|
||||
- 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}
|
||||
- type: oscillator
|
||||
id: 5
|
||||
parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0}
|
||||
- type: send
|
||||
id: 1164
|
||||
parameters: {amount: 68, port: 1, sendpop: 0, target: 1162}
|
||||
id: 6
|
||||
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
|
||||
- type: send
|
||||
id: 78
|
||||
parameters: {amount: 61, port: 1, sendpop: 1, target: 1163}
|
||||
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
|
||||
- type: addp
|
||||
id: 80
|
||||
parameters: {stereo: 0}
|
||||
@ -317,10 +318,10 @@ patch:
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
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
|
||||
id: 1165
|
||||
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, resonance: 64, stereo: 0}
|
||||
id: 1127
|
||||
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
|
||||
- type: distort
|
||||
id: 1128
|
||||
parameters: {drive: 109, stereo: 0}
|
||||
@ -331,13 +332,10 @@ patch:
|
||||
id: 1130
|
||||
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
|
||||
varargs: [24, 48]
|
||||
- type: sync
|
||||
id: 1181
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 1131
|
||||
parameters: {auxgain: 15, outgain: 15, stereo: 1}
|
||||
- name: HappyLead.instr
|
||||
- name: HappyLead
|
||||
numvoices: 4
|
||||
units:
|
||||
- type: oscillator
|
||||
@ -364,51 +362,17 @@ patch:
|
||||
varargs: [12550, 24402, 21265, 32419]
|
||||
- type: outaux
|
||||
id: 172
|
||||
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}
|
||||
parameters: {auxgain: 64, outgain: 64, stereo: 1}
|
||||
- name: Global
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: in
|
||||
id: 7
|
||||
parameters: {channel: 2, stereo: 1}
|
||||
comment: Aux 1 (reverb)
|
||||
- type: delay
|
||||
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]
|
||||
- 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
|
||||
id: 9
|
||||
parameters: {gain: 120, stereo: 1}
|
||||
comment: Master Out
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
|
||||
268
src/main.cpp
268
src/main.cpp
@ -37,31 +37,6 @@ static int pidMain;
|
||||
static int pidPost;
|
||||
// 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
|
||||
#pragma code_seg(".main")
|
||||
void entrypoint(void)
|
||||
@ -143,70 +118,15 @@ int __cdecl main(int argc, char* argv[])
|
||||
// Play sound
|
||||
direct_sound_buffer->Play(0, 0, 0);
|
||||
|
||||
|
||||
static float syncs[1 + SU_NUMSYNCS];
|
||||
|
||||
// Init FFT
|
||||
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];
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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
|
||||
{
|
||||
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
|
||||
@ -282,183 +202,15 @@ int __cdecl main(int argc, char* argv[])
|
||||
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 shapeCaptureSync = syncs[5];
|
||||
|
||||
// Detect note change to start a new shape
|
||||
bool shapeNoteChanged = (shapeCaptureSync - shapeLastNote) * (shapeCaptureSync - shapeLastNote) > 0.0001f;
|
||||
shapeLastNote = shapeCaptureSync;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 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
|
||||
|
||||
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
|
||||
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);
|
||||
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
|
||||
|
||||
glRects(-1, -1, 1, 1);
|
||||
|
||||
//syncs[0] = -syncs[0];
|
||||
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
|
||||
|
||||
// render "post process" using the opengl backbuffer
|
||||
#if POST_PASS
|
||||
glBindTexture(GL_TEXTURE_2D, 1);
|
||||
|
||||
@ -4,578 +4,438 @@ out vec4 o;
|
||||
const float PI = 3.14159265;
|
||||
const float TAU = (2. * PI);
|
||||
const float PHI = sqrt(5.) * 0.5 + 0.5;
|
||||
layout(location = 0) uniform float syncs[12];
|
||||
layout(location = 20) uniform float fft_output[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
|
||||
layout(location = 0) uniform float syncs[7];
|
||||
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
|
||||
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
|
||||
*/
|
||||
|
||||
vec3 palette(float t){
|
||||
vec3 a=vec3(0.46,0.2,0.94);
|
||||
vec3 b=vec3(0.66,0.64,0.77);
|
||||
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));
|
||||
}
|
||||
//precision mediump float;
|
||||
vec2 u_resolution = vec2(1920,1080);
|
||||
const float PI = 22./7.;
|
||||
|
||||
// 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;
|
||||
}
|
||||
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) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
float s = sin(angle), c = cos(angle);
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
float noise(in vec2 xy, in float seed) {
|
||||
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
|
||||
float smax( float a, float b, float k )
|
||||
{
|
||||
float h = max(k-abs(a-b),0.0);
|
||||
return max(a, b) + h*h*0.25/k;
|
||||
}
|
||||
|
||||
float getScaledFFT(int index, float scale, float offset) {
|
||||
// Clamp index to valid range
|
||||
index = clamp(index, 0, 511);
|
||||
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) );
|
||||
}
|
||||
|
||||
// Get raw FFT value
|
||||
float raw = fft_output[index];
|
||||
|
||||
// Apply logarithmic scaling: log(1 + value * scale) + offset
|
||||
return log(1.0 + raw * scale) + offset;
|
||||
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);
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// GEOMETRY //
|
||||
/////////////////
|
||||
/*float sdSphere(vec3 p, float r) {
|
||||
return length(p)-r;
|
||||
}*/
|
||||
|
||||
// Hexagonal prism, circumcircle variant
|
||||
float fHexagonCircumcircle(vec3 p, vec2 h) {
|
||||
float sdCappedCylinder( vec3 p, float h, float r )
|
||||
{
|
||||
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
float sdBox2(vec3 p, vec3 b) {
|
||||
vec3 q = abs(p) - b;
|
||||
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
|
||||
}
|
||||
|
||||
float sdTriPrism( vec3 p, vec2 h, float rot )
|
||||
{
|
||||
p.xy *= rot2D(rot);
|
||||
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);
|
||||
//this is mathematically equivalent to this line, but less efficient:
|
||||
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
|
||||
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
|
||||
}
|
||||
|
||||
float sdHex(vec3 pos, float i, float angle) {
|
||||
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
|
||||
return d1;
|
||||
float sdPyramid( vec3 p, float s)
|
||||
{
|
||||
p = abs(p);
|
||||
return (p.x+p.y+p.z-s)*0.577;// 35027;
|
||||
}
|
||||
|
||||
float sdSphere(vec3 p, float r){
|
||||
return length(p) -r;
|
||||
//////////////////
|
||||
// ANIMATION //
|
||||
//////////////////
|
||||
|
||||
// POSITIONS
|
||||
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
|
||||
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
|
||||
|
||||
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
|
||||
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
|
||||
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
|
||||
|
||||
// DELAYS
|
||||
float STARTDELAY = 9., glow = 0.;
|
||||
|
||||
// POSITIONS
|
||||
|
||||
|
||||
// COLORS
|
||||
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
|
||||
|
||||
// with duration d, startTime s and speed up with timeFact
|
||||
float timedSine(vec3 i) {
|
||||
return min((u_time - i.y)*i.z, i.x*PI);
|
||||
}
|
||||
|
||||
float calcFactor (float startTime)
|
||||
{
|
||||
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
|
||||
}
|
||||
|
||||
// Animate ring movements
|
||||
vec3 ringAnim(vec3 p) {
|
||||
for (float i = 0.; i < 7.; i++) {
|
||||
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
|
||||
if(u_time > rotateDelay) {
|
||||
if(mod(i,2.) >= 1.) o = -1.;
|
||||
p.xy *= rot2D(calcFactor(rotateDelay)*o);
|
||||
}
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
// Animate prism movements
|
||||
float prismAnim(vec2 i) {
|
||||
if(u_time >= i.y) {
|
||||
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
|
||||
}
|
||||
return i.x;
|
||||
}
|
||||
|
||||
//////////////
|
||||
// SCENE //
|
||||
//////////////
|
||||
float sea_octave(vec2 uv, float choppy) {
|
||||
uv += noise(uv, 1., 1);
|
||||
vec2 wv = 1.0-abs(sin(uv));
|
||||
wv = mix(wv, abs(cos(uv)),wv);
|
||||
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
|
||||
}
|
||||
|
||||
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
|
||||
vec2 opU( vec2 d1, vec2 d2 )
|
||||
vec3 map(vec3 p, int displace)
|
||||
{
|
||||
return (d1.x<d2.x) ? d1 : d2;
|
||||
}
|
||||
float mat = 0., glo = 1e3,
|
||||
// Ring boxes
|
||||
an = PI/12.,
|
||||
step,
|
||||
anRot = floor(atan(p.y,p.x)/an + .5)*an;
|
||||
vec3 q = p;
|
||||
q.xy = rot2D(anRot)*q.xy;
|
||||
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
|
||||
|
||||
// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
|
||||
// Main ring
|
||||
d2 = abs(length(p.xy) - 1.8) - .2;
|
||||
d = min(d,d2);
|
||||
|
||||
vec2 mapScene(in vec3 p) {
|
||||
// Inner ring
|
||||
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
|
||||
d = max(-d2,d);
|
||||
|
||||
vec2 res = vec2( p.y, 0.0 );
|
||||
// Depth slice rings
|
||||
d = smax( d, abs(p.z)-.1, .02 );
|
||||
|
||||
float mat = 1.;
|
||||
float d = 1e9;
|
||||
float a = 0.;
|
||||
//Rotating glyphs
|
||||
vec3 p2 = ringAnim(p), q2=p2;
|
||||
an = PI/16.;
|
||||
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
|
||||
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat = 6.;
|
||||
|
||||
vec2 rippleCenter = vec2(7.,7.);
|
||||
float rippleSpeed = 4.0;
|
||||
float rippleFreq = 1.0;
|
||||
float rippleDecay = 0.25;
|
||||
// Gate Base
|
||||
d2 = 1e3;
|
||||
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
|
||||
for(int i = 0; i < 4; i++) {
|
||||
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
|
||||
d2 = min(d2, step);
|
||||
stepDist += .2;
|
||||
}
|
||||
d2 += noise(p.xz * 50.+200., .007, 0);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat = 2.0;
|
||||
|
||||
// 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);
|
||||
if (displace == 1) {
|
||||
vec2 uv = p.xy;
|
||||
for(int i = 0; i < 4; i++) {
|
||||
d3 = sea_octave((uv+u_time)*freq,choppy);
|
||||
d3 += sea_octave((uv-u_time)*freq,choppy);
|
||||
h += d3 * amp;
|
||||
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
|
||||
choppy = mix(choppy,1.0,0.4);
|
||||
}
|
||||
}
|
||||
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
|
||||
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
|
||||
d = min(d, d2);
|
||||
if (d==d2) {
|
||||
mat = 1.0;
|
||||
}
|
||||
|
||||
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.);
|
||||
// sand
|
||||
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
|
||||
d = min(d,d2);
|
||||
if (d==d2) mat = 3.0;
|
||||
|
||||
// pyradmid
|
||||
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
|
||||
d = min(d, d2);
|
||||
if (d==d2) mat=3.;
|
||||
// Prisms
|
||||
for(float i = 0.; i < 8.; i++ ) {
|
||||
q = p;
|
||||
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
|
||||
|
||||
// Nudge first and the last prism out of the ground
|
||||
if (i == 1.) anRot += .2;
|
||||
if (i == 7.) anRot -= .2;
|
||||
q.xy = rot2D(anRot) * q.xy;
|
||||
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
|
||||
// We can now call each prism by it's index
|
||||
// draw all except the middle bottom prism
|
||||
if (i > 0.) {
|
||||
q.x -= 1.95;
|
||||
vec3 q2 = q; // new point for movable parts
|
||||
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
|
||||
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
|
||||
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
|
||||
d2 = min(d2, prismTop);
|
||||
d = min(d, d2);
|
||||
// glyph locking thing material
|
||||
if (d == d2) mat = 4.;
|
||||
// glyph locking prism material
|
||||
if( d == prismTop) if(u_time > rotateDelay + .2) {
|
||||
mat = 5.;
|
||||
glo = min(d2, prismTop);
|
||||
}
|
||||
|
||||
// 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 * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
|
||||
|
||||
/*
|
||||
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;
|
||||
return vec3( d, mat, glo);
|
||||
}
|
||||
|
||||
////////////////
|
||||
// RAYCAST //
|
||||
// DRAWING //
|
||||
////////////////
|
||||
|
||||
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
float t = 0.;
|
||||
float mat = 0.;
|
||||
float hit = 0.;
|
||||
// Reduced from 40 to 24 steps
|
||||
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 > 600.) { // Reduced max distance
|
||||
break;
|
||||
}
|
||||
if(res.x < 0.001 * t) { // Less precise hit detection
|
||||
hit = 1.;
|
||||
break;
|
||||
}
|
||||
float rayMarch(vec3 ro, vec3 rd, int a) {
|
||||
vec3 d;
|
||||
float t = 0.; // total distance travelled
|
||||
// Raymarching
|
||||
for (int i = 0; i < 100; i++) {
|
||||
d = map(ro + rd * t, 0); // Get distance to objects
|
||||
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
|
||||
t += d.x; // "march" the ray
|
||||
if (d.x < 1e-3 || t > 500.) break;
|
||||
}
|
||||
// This will break fog effect
|
||||
//if (t > 100.)
|
||||
// t = 0.;
|
||||
|
||||
return vec3(t, mat, hit);
|
||||
return t;
|
||||
}
|
||||
|
||||
////////////////
|
||||
// SHADING //
|
||||
////////////////
|
||||
|
||||
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
for(int i = 0; i < 6; i++) {
|
||||
if(t > maxt)
|
||||
break;
|
||||
float h = mapScene(ro + t * rd).x;
|
||||
res = min(res, h / (w * t));
|
||||
t += clamp(h, 0.1, 0.80);
|
||||
if(res < -1.0)
|
||||
break;
|
||||
}
|
||||
res = max(res, -1.0);
|
||||
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
|
||||
}
|
||||
|
||||
vec3 calcNormal(vec3 pos) {
|
||||
vec3 getNormal(vec3 p) {
|
||||
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);
|
||||
return normalize(n);
|
||||
vec3 n = map(p, 1).x - vec3(
|
||||
map(p-e.xyy,1).x,
|
||||
map(p-e.yxy,1).x,
|
||||
map(p-e.yyx,1).x);
|
||||
return no(n);
|
||||
}
|
||||
|
||||
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, 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 (quadratic falloff)
|
||||
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;
|
||||
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
|
||||
vec3 l = no(lightPos - p);
|
||||
float len = length( lightPos - p ); // Distance from the light to the surface point.
|
||||
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
|
||||
d = rayMarch(p+n*.0025, l, 1);
|
||||
if(d<length(lightPos-p)) dif *= shadow;
|
||||
return dif;
|
||||
}
|
||||
|
||||
// lighting
|
||||
float diffuse(vec3 n,vec3 l,float p) {
|
||||
return pow(dot(n,l) * 0.4 + 0.6,p);
|
||||
}
|
||||
|
||||
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
|
||||
float nrm = (specular + 8.0) / (PI * 8.0);
|
||||
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
|
||||
}
|
||||
|
||||
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
|
||||
|
||||
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
|
||||
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
|
||||
color += vec3(specular(n,l,eye,60.0))*0.2;
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
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 );
|
||||
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) );
|
||||
}
|
||||
|
||||
// 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 lightDir = normalize(lightPos - worldPos);
|
||||
float lightDistance = length(lightPos - worldPos);
|
||||
|
||||
// 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.);
|
||||
|
||||
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., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, 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);
|
||||
//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;
|
||||
|
||||
outMaterial *= max(vec3(0.), lights); // output with lights;
|
||||
|
||||
return outMaterial;
|
||||
}
|
||||
|
||||
vec3 postProcess(vec3 col) {
|
||||
// float random = noise(gl_FragCoord.xy, 0.01+u_time);
|
||||
// float random2 = noise(gl_FragCoord.xy, .2+u_time);
|
||||
//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 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
|
||||
{
|
||||
vec3 f = normalize(camTarget-camPos),
|
||||
r = normalize(cross(vec3(0,1,0), f)),
|
||||
vec3 f = no(l-p),
|
||||
r = no(cross(vec3(0.,1.,0.), f)),
|
||||
u = cross(f,r),
|
||||
c = f*fov,
|
||||
c = f*z,
|
||||
i = c + uv.x*r + uv.y*u,
|
||||
d = normalize(i);
|
||||
d = no(i);
|
||||
return d;
|
||||
}
|
||||
|
||||
vec3 render(vec2 uv) {
|
||||
vec3 postProcess(vec3 col) {
|
||||
// Vignette
|
||||
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
|
||||
// Colour mapping
|
||||
col *= vec3(.9, 0.8, 0.7);
|
||||
// gamma
|
||||
col = pow( col, vec3(.45) );
|
||||
// Contrast = a
|
||||
col = smoothstep(0., 1., col);
|
||||
|
||||
vec3 camPos = vec3(-10.0, 20.0, -20.0);
|
||||
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 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);
|
||||
}
|
||||
/*
|
||||
//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));
|
||||
// fade out at the end
|
||||
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
vec3 finalColor = render(getUV());
|
||||
//finalColor = postProcess(finalColor);
|
||||
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.);
|
||||
vec3 cameraPos()
|
||||
{
|
||||
// first zoom in to the gate
|
||||
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
|
||||
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
|
||||
// close up shot for 1st glyph lock
|
||||
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
|
||||
// zoom away for 2nd glyph animation
|
||||
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
|
||||
if (u_time > 14.5) {
|
||||
cPos = vec3(0., 0., 4.);
|
||||
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
|
||||
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
|
||||
}
|
||||
|
||||
//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;
|
||||
if (u_time > 23.5)
|
||||
{
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
}
|
||||
if (u_time > 32.5)
|
||||
{
|
||||
cPos = vec3(-20.,10.,50.);
|
||||
}
|
||||
if (u_time > 36.5) {
|
||||
cPos = vec3(3., -.7, 4.);
|
||||
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
|
||||
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
|
||||
}
|
||||
|
||||
return cPos;
|
||||
}
|
||||
|
||||
vec3 cameraPointAt() {
|
||||
vec3 p = vec3(0., -.5, 0.);
|
||||
// look at 1st glyph
|
||||
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
|
||||
// look gate at distance
|
||||
if(u_time > 12.) p = vec3(0.);
|
||||
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
|
||||
if(u_time > 23.5) p = vec3(0.);
|
||||
return p;
|
||||
}
|
||||
|
||||
// flash screen with glyph color when it is locked
|
||||
vec3 colorFlashesAnim(vec3 col) {
|
||||
if(u_time > 10.75) {
|
||||
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
|
||||
col = mix(col, chevronColor * (x * 1.4), x *.76);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
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((43.-u_time)*-2.,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 = map(p,0).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.);
|
||||
if(mat==1.)
|
||||
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
|
||||
if(mat==2.)
|
||||
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
|
||||
if(mat==3.)
|
||||
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
|
||||
if(mat==4.)
|
||||
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
|
||||
if(mat ==5.)
|
||||
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
|
||||
if(mat == 6.)
|
||||
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
|
||||
}
|
||||
col += glow * chevronColor*.25;
|
||||
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
|
||||
vec3 col = render2(uv, u_time);
|
||||
o = vec4(col,1.0);
|
||||
}
|
||||
*/
|
||||
o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
|
||||
}
|
||||
@ -1,139 +1,305 @@
|
||||
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
|
||||
#ifndef FRAGMENT_INL_
|
||||
# define FRAGMENT_INL_
|
||||
# define VAR_fft_output "n"
|
||||
# define VAR_fft_output "p"
|
||||
# define VAR_o "f"
|
||||
# define VAR_shapes "s"
|
||||
# define VAR_syncs "m"
|
||||
# define VAR_u_ParticlesTex "d"
|
||||
# define VAR_u_hexGridTex "k"
|
||||
# define VAR_syncs "a"
|
||||
|
||||
const char *fragment_frag =
|
||||
"#version 460\n"
|
||||
"precision mediump float;"
|
||||
"out vec4 f;"
|
||||
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
||||
"layout(location=0)uniform float m[12];"
|
||||
"layout(location=20)uniform float n[512];"
|
||||
"layout(location=600)uniform vec3 s[15];"
|
||||
"layout(binding=1)uniform sampler2D k;"
|
||||
"layout(binding=3)uniform sampler2D d;"
|
||||
"float g=m[0];"
|
||||
"float t(vec2 v)"
|
||||
"const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
||||
"layout(location=0)uniform float a[7];"
|
||||
"layout(location=8)uniform float p[512];"
|
||||
"float y=a[0];"
|
||||
"vec2 c=vec2(1920,1080);"
|
||||
"const float z=22./7.;"
|
||||
"vec3 n(vec3 v)"
|
||||
"{"
|
||||
"return fract(sin(dot(v,vec2(127.1,311.7)))*43758.5453123);"
|
||||
"return normalize(v);"
|
||||
"}"
|
||||
"vec2 t(vec3 v)"
|
||||
"float n(float v,float f,float y)"
|
||||
"{"
|
||||
"return vec2(v.y,0);"
|
||||
"return clamp(v,f,y);"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 x,inout vec3 f)"
|
||||
"mat2 n(float v)"
|
||||
"{"
|
||||
"float i=0.,e=0.,y=0.;"
|
||||
"for(int n=0;n<30;n++)"
|
||||
"float f=sin(v);"
|
||||
"v=cos(v);"
|
||||
"return mat2(v,-f,f,v);"
|
||||
"}"
|
||||
"float x(float v,float y,float m)"
|
||||
"{"
|
||||
"float z=max(m-abs(v-y),0.);"
|
||||
"return max(v,y)+z*z*.25/m;"
|
||||
"}"
|
||||
"float n(vec2 v,int y)"
|
||||
"{"
|
||||
"if(y==1)"
|
||||
"{"
|
||||
"f=v+x*i;"
|
||||
"vec2 m=t(f);"
|
||||
"i+=m.x;"
|
||||
"e=m.y;"
|
||||
"if(i>6e2)"
|
||||
"break;"
|
||||
"if(m.x<.001*i)"
|
||||
"float y=dot(v,vec2(127.1,311.7));"
|
||||
"return fract(sin(y)*43758.5453123);"
|
||||
"}"
|
||||
"v=50.*fract(v*.3183099);"
|
||||
"return fract(v.x*v.y*(v.x+v.y));"
|
||||
"}"
|
||||
"float n(vec2 v,float y,int f)"
|
||||
"{"
|
||||
"vec2 m=floor(v);"
|
||||
"v=fract(v);"
|
||||
"v=v*v*(3.-2.*v);"
|
||||
"float z=y;"
|
||||
"if(f==1)"
|
||||
"z=2.;"
|
||||
"return-y+z*mix(mix(n(m+vec2(0),f),n(m+vec2(1,0),f),v.x),mix(n(m+vec2(0,1),f),n(m+vec2(1),f),v.x),v.y);"
|
||||
"}"
|
||||
"float n(vec3 v,float y,float m)"
|
||||
"{"
|
||||
"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
|
||||
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
|
||||
"}"
|
||||
"float n(vec3 v,vec3 y)"
|
||||
"{"
|
||||
"v=abs(v)-y;"
|
||||
"return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
|
||||
"}"
|
||||
"float n(vec3 v,vec2 y)"
|
||||
"{"
|
||||
"v.xy*=n(.5);"
|
||||
"vec3 m=abs(v);"
|
||||
"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
|
||||
"}"
|
||||
"float x(vec3 v)"
|
||||
"{"
|
||||
"v=abs(v);"
|
||||
"return(v.x+v.y+v.z-60.)*.577;"
|
||||
"}"
|
||||
"float s=0.;"
|
||||
"vec3 l=vec3(.36,.9,0);"
|
||||
"float t(vec3 v)"
|
||||
"{"
|
||||
"return min((y-v.y)*v.z,v.x*z);"
|
||||
"}"
|
||||
"vec3 w(vec3 v)"
|
||||
"{"
|
||||
"for(float f=0.;f<7.;f++)"
|
||||
"{"
|
||||
"float m=9.+f*3.,z=1.;"
|
||||
"if(y>m)"
|
||||
"{"
|
||||
"y=1.;"
|
||||
"break;"
|
||||
"if(mod(f,2.)>=1.)"
|
||||
"z=-1.;"
|
||||
"v.xy*=n((9.+9.*n(sin(t(vec3(1.5,m,4))*.06),-.9,.9))*z);"
|
||||
"}"
|
||||
"}"
|
||||
"return vec3(i,e,y);"
|
||||
"return v;"
|
||||
"}"
|
||||
"float t(vec3 v,vec3 i,float f)"
|
||||
"float n(vec2 v)"
|
||||
"{"
|
||||
"float m=1.,y=.02;"
|
||||
"for(int n=0;n<6;n++)"
|
||||
"if(y>=v.y)"
|
||||
"v.x+=.045*n(sin(t(vec3(3,v.y,40))*.4),-.8,.8);"
|
||||
"return v.x;"
|
||||
"}"
|
||||
"float n(vec2 v,float f)"
|
||||
"{"
|
||||
"v+=n(v,1.,1);"
|
||||
"vec2 y=1.-abs(sin(v));"
|
||||
"y=mix(y,abs(cos(v)),y);"
|
||||
"return pow(1.-pow(y.x*y.y,.65),f);"
|
||||
"}"
|
||||
"vec3 n(vec3 v,int m)"
|
||||
"{"
|
||||
"float f=0.,i=1e3,r=z/12.,a,s=floor(atan(v.y,v.x)/r+.5)*r;"
|
||||
"vec3 l=v;"
|
||||
"l.xy=n(s)*l.xy;"
|
||||
"float c=length(max(abs(l.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,d=abs(length(v.xy)-1.8)-.2;"
|
||||
"c=min(c,d);"
|
||||
"d=x(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
|
||||
"c=x(max(-d,c),abs(v.z)-.1,.02);"
|
||||
"vec3 p=w(v),t=p;"
|
||||
"r=z/16.;"
|
||||
"t.xy=n(floor(atan(p.y,p.x)/r+.5)*r)*t.xy;"
|
||||
"d=n(t.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+n(v.xy*1e2,.001,0);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=6.;"
|
||||
"d=1e3;"
|
||||
"r=1.5;"
|
||||
"float e=0.,u,g=4.,C=.6,F=.2;"
|
||||
"for(int f=0;f<4;f++)"
|
||||
"a=n(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,d=min(d,a),r+=.2;"
|
||||
"d+=n(v.xz*50.+2e2,.007,0);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=2.;"
|
||||
"if(m==1)"
|
||||
"{"
|
||||
"if(y>f)"
|
||||
"break;"
|
||||
"float d=t(v+y*i).x;"
|
||||
"m=min(m,d/(4.*y));"
|
||||
"y+=clamp(d,.1,.8);"
|
||||
"if(m<-1.)"
|
||||
"vec2 f=v.xy;"
|
||||
"for(int v=0;v<4;v++)"
|
||||
"u=n((f+y)*C,g)+n((f-y)*C,g),e+=u*F,f*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);"
|
||||
"}"
|
||||
"d=max(max(-n(v,2.,min(1.7-(y-28.9)*2.5,2.3)),n(v,.025,1.6)-e*.15),n(v,.3,1.7));"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=1.;"
|
||||
"d=v.y+3.7+n(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=3.;"
|
||||
"d=x(v+vec3(-75,0,100));"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=3.;"
|
||||
"for(float m=0.;m<8.;m++)"
|
||||
"{"
|
||||
"l=v;"
|
||||
"s=24.67/(z*2.)+(m+1.)*z/4.;"
|
||||
"if(m==1.)"
|
||||
"s+=.2;"
|
||||
"if(m==7.)"
|
||||
"s-=.2;"
|
||||
"l.xy=n(s)*l.xy;"
|
||||
"float r=9.+(m-1.)*3.+1.5;"
|
||||
"if(m>0.)"
|
||||
"{"
|
||||
"l.x-=1.95;"
|
||||
"vec3 v=l;"
|
||||
"if(y>r)"
|
||||
"v.x=n(vec2(v.x,r));"
|
||||
"float m=n(vec3(l.x-.06,l.yz),vec2(.1,.15))-.01;"
|
||||
"d=min(max(-n(vec3(v.x-.14,v.yz),vec2(.22))-.01,n(vec3(v),vec2(.2,.12))-.02),m);"
|
||||
"c=min(c,d);"
|
||||
"if(c==d)"
|
||||
"f=4.;"
|
||||
"if(c==m)"
|
||||
"if(y>r+.2)"
|
||||
"f=5.,i=min(d,m);"
|
||||
"}"
|
||||
"}"
|
||||
"return vec3(c,f,i);"
|
||||
"}"
|
||||
"float n(vec3 v,vec3 y,int m)"
|
||||
"{"
|
||||
"vec3 f;"
|
||||
"float c=0.;"
|
||||
"for(int i=0;i<100;i++)"
|
||||
"{"
|
||||
"f=n(v+y*c,0);"
|
||||
"if(m==0&&f.z<.3)"
|
||||
"s+=pow(.01/f.z,.8)*.6;"
|
||||
"c+=f.x;"
|
||||
"if(f.x<.001||c>5e2)"
|
||||
"break;"
|
||||
"}"
|
||||
"m=max(m,-1.);"
|
||||
"return.25*(1.+m)*(1.+m)*(2.-m);"
|
||||
"return c;"
|
||||
"}"
|
||||
"vec3 x(vec3 v)"
|
||||
"vec3 h(vec3 v)"
|
||||
"{"
|
||||
"vec2 m=vec2(.01,0);"
|
||||
"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));"
|
||||
"vec2 f=vec2(.01,0);"
|
||||
"return n(n(v,1).x-vec3(n(v-f.xyy,1).x,n(v-f.yxy,1).x,n(v-f.yyx,1)));"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 m,float i,vec3 d,vec3 f,vec3 x,float y)"
|
||||
"float h(vec3 v,vec3 y,float f,float m,vec3 c,float i)"
|
||||
"{"
|
||||
"v-=d;"
|
||||
"float n=length(v);"
|
||||
"v=normalize(v);"
|
||||
"i/=1.+.09*n+.032*n*n;"
|
||||
"float g=max(dot(x,v),0.);"
|
||||
"f=normalize(v-f);"
|
||||
"vec3 e=vec3(.04);"
|
||||
"e+=(1.-e)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
|
||||
"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 d=n(y-v);"
|
||||
"f=n(dot(c,d)*f,0.,f)/(1.+i*length(y-v));"
|
||||
"i=n(v+c*.0025,d,1);"
|
||||
"if(i<length(y-v))"
|
||||
"f*=m;"
|
||||
"return f;"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 f,vec3 i,float m)"
|
||||
"float h(vec3 v,vec3 f,vec3 y,float m)"
|
||||
"{"
|
||||
"float y=.01;"
|
||||
"vec3 n=vec3(0);"
|
||||
"if(m==0.)"
|
||||
"n=vec3(.8314,.2941,.2941),y=.1;"
|
||||
"else if(m==1.)"
|
||||
"n=vec3(.6196,.6118,.6118),y=.7;"
|
||||
"else if(m==2.)"
|
||||
"n=vec3(.3255,.4784,.3255),y=.2;"
|
||||
"else if(m==3.)"
|
||||
"n=vec3(.2471,.3059,.6314),y=1.;"
|
||||
"else if(m==4.)"
|
||||
"n=vec3(.9961,1,.9922),y=.1;"
|
||||
"else if(m==5.)"
|
||||
"n=vec3(.9961,1,.9922),y=.3;"
|
||||
"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);"
|
||||
"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);"
|
||||
"return pow(max(dot(reflect(y,v),f),0.),m)*((m+8.)/(z*8.));"
|
||||
"}"
|
||||
"vec3 t(vec2 m,vec3 v)"
|
||||
"vec3 h(vec3 v,vec3 y,vec3 f,vec3 m)"
|
||||
"{"
|
||||
"v=normalize(vec3(0,10,0)-v);"
|
||||
"vec3 y=normalize(cross(vec3(0,1,0),v));"
|
||||
"return normalize(v+m.x*y+m.y*cross(v,y));"
|
||||
"return vec3(0,.1,.3)+pow(dot(y,f)*.4+.6,60.)*vec3(.11,.16,.18)*.3-vec3(.73,.15,.66)*pow(n(1.-dot(y,-m),0.,1.),.7)+vec3(h(y,f,m,60.))*.2;"
|
||||
"}"
|
||||
"vec3 x(vec2 v)"
|
||||
"vec3 h(vec2 v,vec3 y,vec3 f,float m)"
|
||||
"{"
|
||||
"vec3 f=vec3(-10,20,-20),y=t(v,f),i=vec3(0),n=vec3(0);"
|
||||
"f=t(f,y,n);"
|
||||
"if(f.x>0.)"
|
||||
"y=n(f-y);"
|
||||
"f=n(cross(vec3(0,1,0),y));"
|
||||
"return n(y*m+v.x*f+v.y*cross(y,f));"
|
||||
"}"
|
||||
"vec3 h()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,n(6.-y,2.,6.),n(1e2-y*11.,6.,1e2));"
|
||||
"if(y>7.5)"
|
||||
"v+=vec3(0,n(7.5-y,-1.,0.),0);"
|
||||
"if(y>10.5)"
|
||||
"v=vec3(2,-1,1);"
|
||||
"if(y>12.)"
|
||||
"v=vec3(-1,-.7,4);"
|
||||
"if(y>14.5)"
|
||||
"v=vec3(0,0,4),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));"
|
||||
"if(y>23.5)"
|
||||
"v=vec3(3,-.7,4);"
|
||||
"if(y>32.5)"
|
||||
"v=vec3(-20,10,50);"
|
||||
"if(y>36.5)"
|
||||
"v=vec3(3,-.7,4),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 n()"
|
||||
"{"
|
||||
"vec3 v=vec3(0,-.5,0);"
|
||||
"if(y>10.5)"
|
||||
"v=vec3(1.7,-1.1,0);"
|
||||
"if(y>12.)"
|
||||
"v=vec3(0);"
|
||||
"if(y>14.5)"
|
||||
"v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-16.5)*.13);"
|
||||
"if(y>23.5)"
|
||||
"v=vec3(0);"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 r(vec3 v)"
|
||||
"{"
|
||||
"if(y>10.75)"
|
||||
"{"
|
||||
"vec3 v=x(n);"
|
||||
"i=t(n,v,y,f.y);"
|
||||
"float f=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));"
|
||||
"v=mix(v,f*1.4*l,f*.76);"
|
||||
"}"
|
||||
"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));"
|
||||
"return v;"
|
||||
"}"
|
||||
"vec3 h(vec3 v,vec3 y,float f,float m)"
|
||||
"{"
|
||||
"return vec3(h(v,n(vec3(0,.3,.8)),n(y),pow(10.,m)))*f;"
|
||||
"}"
|
||||
"vec3 h(vec2 v)"
|
||||
"{"
|
||||
"vec3 f=h(),m=h(v,f,n(),n((43.-y)*-2.,2.,25.)),c=vec3(0);"
|
||||
"float z=n(f,m,0),i=0.;"
|
||||
"if(z<5e2)"
|
||||
"{"
|
||||
"vec3 v=f+m*z,d=h(v);"
|
||||
"i=n(v,0).y;"
|
||||
"c+=vec3(.82,.5,.9)*h(v,vec3(10,15,25),1.,.2,d,1e-10);"
|
||||
"c+=vec3(.79,.66,.43)*h(v,vec3(4,2,-15),1.,1.,d,1e-10);"
|
||||
"c+=vec3(0,.06,.7)*h(v,vec3(0,0,5),n((y-29.)*1e2,0.,50.),0.,d,3.1);"
|
||||
"c+=vec3(.29,.28,.33)*n(dot(d,n(vec3(0,1,10))),0.,1.);"
|
||||
"if(i==0.)"
|
||||
"c*=vec3(.2,.3,.3)+h(d,m,.5,2.);"
|
||||
"if(i==1.)"
|
||||
"c*=h(v,d,n(vec3(0,.3,.8)),n(m));"
|
||||
"if(i==2.)"
|
||||
"c*=vec3(.7,.7,.4)+n(v.xz*3.+1.5,.1,0);"
|
||||
"if(i==3.)"
|
||||
"c*=vec3(.8,.8,.5)+n(v.xz*5e2+1e5,.3,0);"
|
||||
"if(i==4.)"
|
||||
"c*=vec3(0,.08,.11)+h(d,m,.3,.7);"
|
||||
"if(i==5.)"
|
||||
"c=l*.4;"
|
||||
"if(i==6.)"
|
||||
"c*=vec3(.01,.04,.06)+h(d,m,.1,2.5);"
|
||||
"}"
|
||||
"c+=s*l*.25;"
|
||||
"return smoothstep(0.,1.,pow(r(mix(c,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-z*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(n((46.-y)*.5,0.,1.));"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec3 v=x(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"f=vec4(v,1);"
|
||||
"f=vec4(h((gl_FragCoord.xy*2.-c.xy)/c.y),1);"
|
||||
"}";
|
||||
|
||||
#endif // FRAGMENT_INL_
|
||||
|
||||
@ -13,7 +13,7 @@
|
||||
#define SU_LENGTH_IN_PATTERNS 108
|
||||
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE)
|
||||
#define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
|
||||
#define SU_NUMSYNCS 11
|
||||
#define SU_NUMSYNCS 2
|
||||
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
Reference in New Issue
Block a user