Compare commits
4 Commits
teemun_sha
...
uus_fft
| Author | SHA1 | Date | |
|---|---|---|---|
| bc263cfcb9 | |||
| efac210beb | |||
| b1f6fab663 | |||
| aa949ba2a7 |
88
src/fft.cpp
88
src/fft.cpp
@ -1,78 +1,28 @@
|
||||
#include "fft.h"
|
||||
#include <math.h>
|
||||
|
||||
static float window[FFT_SIZE];
|
||||
constexpr float PI = 3.14159;
|
||||
|
||||
constexpr float M_PI = 3.14159;
|
||||
// In-place FFT on array of Complex numbers
|
||||
void fft(Complex* x, int N, Complex* buffer) {
|
||||
if (N <= 1) return;
|
||||
|
||||
Complex* even = buffer;
|
||||
Complex* odd = buffer + N / 2;
|
||||
|
||||
// Call once before use
|
||||
void init_hamming_window() {
|
||||
for (int i = 0; i < FFT_SIZE; i++) {
|
||||
window[i] = 0.54f - 0.46f * cosf(2.0f * (float)M_PI * i / (FFT_SIZE - 1));
|
||||
}
|
||||
}
|
||||
|
||||
static unsigned int bit_reverse(unsigned int x, int log2n) {
|
||||
unsigned int n = 0;
|
||||
for (int i = 0; i < log2n; i++) {
|
||||
n <<= 1;
|
||||
n |= (x & 1);
|
||||
x >>= 1;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
void compute_fft(float* time_data, float* freq_out) {
|
||||
static float real[FFT_SIZE];
|
||||
static float imag[FFT_SIZE];
|
||||
|
||||
int log2n = 0;
|
||||
for (int t = FFT_SIZE; t > 1; t >>= 1) ++log2n;
|
||||
|
||||
// Apply Hamming window
|
||||
for (int i = 0; i < FFT_SIZE; i++) {
|
||||
real[i] = time_data[i] * window[i];
|
||||
imag[i] = 0.0f;
|
||||
for (int i = 0; i < N / 2; ++i) {
|
||||
even[i] = x[i * 2];
|
||||
odd[i] = x[i * 2 + 1];
|
||||
}
|
||||
|
||||
// Bit reversal
|
||||
for (int i = 0; i < FFT_SIZE; ++i) {
|
||||
int j = bit_reverse(i, log2n);
|
||||
if (j > i) {
|
||||
float tmp_re = real[i], tmp_im = imag[i];
|
||||
real[i] = real[j]; imag[i] = imag[j];
|
||||
real[j] = tmp_re; imag[j] = tmp_im;
|
||||
}
|
||||
fft(even, N / 2, buffer + N); // deeper even
|
||||
fft(odd, N / 2, buffer + N + N / 2); // deeper odd
|
||||
|
||||
for (int k = 0; k < N / 2; ++k) {
|
||||
double angle = -2 * PI * k / N;
|
||||
Complex twiddle(cos(angle), sin(angle));
|
||||
Complex t = twiddle * odd[k];
|
||||
x[k] = even[k] + t;
|
||||
x[k + N / 2] = even[k] - t;
|
||||
}
|
||||
|
||||
// Cooley-Tukey FFT
|
||||
for (int s = 1; s <= log2n; ++s) {
|
||||
int m = 1 << s;
|
||||
for (int k = 0; k < FFT_SIZE; k += m) {
|
||||
for (int j = 0; j < m / 2; ++j) {
|
||||
int t = k + j;
|
||||
int u = t + m / 2;
|
||||
|
||||
float angle = -2.0f * (float)M_PI * j / m;
|
||||
float w_real = cosf(angle);
|
||||
float w_imag = sinf(angle);
|
||||
|
||||
float re = w_real * real[u] - w_imag * imag[u];
|
||||
float im = w_real * imag[u] + w_imag * real[u];
|
||||
|
||||
real[u] = real[t] - re;
|
||||
imag[u] = imag[t] - im;
|
||||
real[t] += re;
|
||||
imag[t] += im;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < FFT_SIZE / 2; ++i) {
|
||||
float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE;
|
||||
float db = 20.0f * log10f(mag + 1e-6f); // Decibels
|
||||
float normalized = (db + 60.0f) / 60.0f; // [0,1]
|
||||
freq_out[i] = mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
15
src/fft.h
15
src/fft.h
@ -3,5 +3,16 @@
|
||||
#include <math.h>
|
||||
|
||||
#define FFT_SIZE 2048
|
||||
void init_hamming_window();
|
||||
void compute_fft(float* time_data, float* freq_out);
|
||||
// Simple complex number struct
|
||||
struct Complex {
|
||||
float re, im;
|
||||
Complex(float r = 0, float i = 0) : re(r), im(i) {}
|
||||
Complex operator+(const Complex& o) const { return { re + o.re, im + o.im }; }
|
||||
Complex operator-(const Complex& o) const { return { re - o.re, im - o.im }; }
|
||||
Complex operator*(const Complex& o) const {
|
||||
return { re * o.re - im * o.im, re * o.im + im * o.re };
|
||||
}
|
||||
};
|
||||
|
||||
void fft(Complex* x, int N, Complex* buffer);
|
||||
|
||||
|
||||
132
src/main.cpp
132
src/main.cpp
@ -16,17 +16,14 @@
|
||||
#define USE_AUDIO 1
|
||||
#define NO_UNIFORMS 0
|
||||
|
||||
#define SHAPES 16
|
||||
#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
|
||||
#define SHAPES_TOTAL (SHAPES * SHAPES)
|
||||
#define MAX_DISTANCE 100.f
|
||||
|
||||
#include "definitions.h"
|
||||
#if OPENGL_DEBUG
|
||||
#include "debug.h"
|
||||
#endif
|
||||
|
||||
#include "glext.h"
|
||||
#include "fft.h"
|
||||
|
||||
#pragma data_seg(".shader")
|
||||
#include "shaders/fragment.inl"
|
||||
#if POST_PASS
|
||||
@ -34,8 +31,6 @@
|
||||
#include "shaders/post.inl"
|
||||
#endif
|
||||
|
||||
#include "fft.h"
|
||||
|
||||
#pragma data_seg(".pids")
|
||||
// static allocation saves a few bytes
|
||||
static int pidMain;
|
||||
@ -44,6 +39,11 @@ static int pidPost;
|
||||
|
||||
#ifndef EDITOR_CONTROLS
|
||||
#pragma code_seg(".main")
|
||||
// FFT buffers
|
||||
static Complex signal[FFT_SIZE];
|
||||
static Complex buffer[3 * FFT_SIZE];
|
||||
static float fft_uniform[FFT_SIZE / 4];
|
||||
|
||||
void entrypoint(void)
|
||||
#else
|
||||
#include "editor.h"
|
||||
@ -112,7 +112,7 @@ int __cdecl main(int argc, char* argv[])
|
||||
track.play();
|
||||
double position = 0.0;
|
||||
#endif
|
||||
|
||||
static float syncs[1 + SU_NUMSYNCS];
|
||||
long playCursor = 0;
|
||||
long lastPlayCursor = -1;
|
||||
volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
|
||||
@ -123,30 +123,6 @@ 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];
|
||||
|
||||
static float shapesData[SHAPES_TEX_SIZE];
|
||||
|
||||
// main note effect
|
||||
boolean beenPlaying = false;
|
||||
const int SHAPES_SIZE = 15;
|
||||
float shapeIncrement = 0.15f;
|
||||
|
||||
int currentShape = 0; // mark location which shape we are currently building
|
||||
|
||||
boolean isPlaying = false;
|
||||
|
||||
float lastPlayPos = 0;
|
||||
float lastNote = 0.0f;
|
||||
|
||||
|
||||
struct Vec3 {
|
||||
float x, y, z;
|
||||
};
|
||||
@ -156,18 +132,6 @@ int __cdecl main(int argc, char* argv[])
|
||||
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
|
||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
|
||||
|
||||
GLuint ShapesTex;
|
||||
|
||||
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);
|
||||
|
||||
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
|
||||
|
||||
do
|
||||
@ -221,7 +185,7 @@ int __cdecl main(int argc, char* argv[])
|
||||
{
|
||||
SUsample* samples = (SUsample*)audio_ptr;
|
||||
for (int i = 0; i < FFT_SIZE; ++i) {
|
||||
fft_input[i] = (float)samples[i];
|
||||
signal[i] = Complex((float)samples[i], 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -229,91 +193,29 @@ int __cdecl main(int argc, char* argv[])
|
||||
}
|
||||
|
||||
// Calculate FFT
|
||||
compute_fft(fft_input, fft_output);
|
||||
fft(signal, FFT_SIZE, buffer);
|
||||
|
||||
// Normalize output
|
||||
for (int i = 0; i < (FFT_SIZE / 4); i++)
|
||||
{
|
||||
float gain = 50.0f;
|
||||
float alpha = 0.10f; // "Hidastaa" FFT:n piikkej<EFBFBD>
|
||||
float threshhold = 0.015f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
|
||||
float x_t = (fft_output[i] < threshhold) ? 0.f : fft_output[i] * gain;
|
||||
float gain = 0.05f;
|
||||
float alpha = 0.10f; // "Hidastaa" FFT:n piikkejä
|
||||
float threshhold = 0.00015f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
|
||||
// float magnitude = sqrt(signal[i].re * signal[i].re + signal[i].im * signal[i].im); // signal strength
|
||||
float magnitude = (float)signal[i].re;
|
||||
float x_t = (magnitude < threshhold) ? 0.f : magnitude * gain;
|
||||
// Exponential smoothing kaava
|
||||
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
|
||||
fft_uniform[i] = alpha * (x_t)+(1 - alpha) * fft_uniform[i];
|
||||
}
|
||||
}
|
||||
|
||||
syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina.
|
||||
|
||||
for (int i = 0; i < SU_NUMSYNCS; ++i)
|
||||
{
|
||||
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
|
||||
}
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
// Shape builder
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// if sound is playing, start a shape, if shape is already started - add length
|
||||
// if sound has stopped, end shape
|
||||
// if shape is finished, move shape forward
|
||||
float captureSync = syncs[5];
|
||||
|
||||
bool shapeJustFinished = false;
|
||||
bool shapeJustStarted = false;
|
||||
|
||||
// Detect note change to start a new shape
|
||||
bool noteChanged = (captureSync != lastNote) ? TRUE : FALSE;
|
||||
lastNote = captureSync;
|
||||
|
||||
// If note changed and value is significant, start new shape
|
||||
if (noteChanged) {
|
||||
int index = currentShape * 4;
|
||||
|
||||
// Reset and activate current shape
|
||||
shapesData[index + 0] = 0.0f; // x start
|
||||
shapesData[index + 1] = captureSync; // 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_TOTAL;
|
||||
}
|
||||
|
||||
// Move active shapes
|
||||
for (int i = 0; i < SHAPES_TOTAL; ++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
|
||||
glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 0);
|
||||
glActiveTexture(GL_TEXTURE0 + 0);
|
||||
glBindTexture(GL_TEXTURE_2D, ShapesTex);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
|
||||
|
||||
|
||||
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
|
||||
glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
|
||||
|
||||
|
||||
@ -6,22 +6,16 @@ const float TAU = (2. * PI);
|
||||
const float PHI = sqrt(5.) * 0.5 + 0.5;
|
||||
layout(location = 0) uniform float syncs[11];
|
||||
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 vec3 test; // shapes test
|
||||
//layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
|
||||
|
||||
layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
|
||||
// float u_time = syncs[0];
|
||||
|
||||
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));
|
||||
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));
|
||||
}
|
||||
|
||||
|
||||
vec2 getUV() {
|
||||
const vec2 scale = vec2(0.00104166667, 0.00185185185);
|
||||
return gl_FragCoord.xy * scale - 1.0;
|
||||
@ -110,21 +104,29 @@ vec2 opU(vec2 d1, vec2 d2) {
|
||||
return (d1.x < d2.x) ? d1 : d2;
|
||||
}
|
||||
|
||||
// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
|
||||
float noyce(vec2 axial) {
|
||||
if(mod(floor(syncs[0]), 2.) == 0.) {
|
||||
return mix(noise(axial, 0.1), noise(axial, 0.2), sin(syncs[0] * 2.));
|
||||
}
|
||||
return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
|
||||
}
|
||||
|
||||
vec2 mapScene(in vec3 p) {
|
||||
|
||||
float res = p.y;
|
||||
float mat = 0.;
|
||||
|
||||
float hexRadius = 0.85;
|
||||
float hexRadius = 0.83;
|
||||
vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
|
||||
HexData hex = hexTile(hexpos, 1.5);
|
||||
HexData hex = hexTile(hexpos, 1.1);
|
||||
|
||||
float distFromCenter = hexDistance(hex.axial);
|
||||
int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
|
||||
float fftVal = fft_output[fftIndex];
|
||||
float hexHeight = 1.0 + fftVal * 4.0;
|
||||
float noise = noyce(hex.axial);
|
||||
|
||||
// float hexHeight = 1.0 + fftVal * 5.0 + noise;
|
||||
float hexHeight = 1.0 + noise;
|
||||
|
||||
// Rotate individual hex tiles if needed
|
||||
vec3 r = hex.local;
|
||||
@ -136,28 +138,6 @@ vec2 mapScene(in vec3 p) {
|
||||
|
||||
res = (d1 < res) ? d1 : res;
|
||||
|
||||
/* const float gridSize = 16.;
|
||||
|
||||
for(float j = 0.; j < gridSize; j++) {
|
||||
for(float i = 0.; i < gridSize; i++) {
|
||||
ivec2 texSize = textureSize(u_ShapesTex, 0);
|
||||
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
|
||||
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 = min(res, a);
|
||||
if(res == a) {
|
||||
mat = 1.0;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
return vec2(res, mat);
|
||||
}
|
||||
|
||||
@ -247,140 +227,41 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
|
||||
return (diffuse + specular * fresnel) * shadow;
|
||||
}
|
||||
|
||||
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 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
|
||||
|
||||
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
|
||||
|
||||
float fogAmount2 = 1.0 - exp(-t * fogAmount);
|
||||
float sunAmount = max(dot(rd, lightDir), 0.0);
|
||||
float sunAmount = max(dot(rd, lightDir), 1.0);
|
||||
// highlight color
|
||||
vec3 fogColor = mix(vec3(0.2706, 0.2706, 0.2863), vec3(0.2314, 0.2314, 0.2314), // Main color
|
||||
pow(sunAmount, syncsBass * 1.0));
|
||||
return mix(col, fogColor, fogAmount2);
|
||||
}
|
||||
|
||||
// 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 p, vec3 n, vec3 dir, float material) {
|
||||
float shininess = 0.01;
|
||||
|
||||
float shininess = 0.0;
|
||||
vec3 outMaterial = vec3(0.);
|
||||
|
||||
if(material == 0.) {
|
||||
outMaterial = vec3(0.4941, 0.4941, 0.4941);
|
||||
outMaterial = palette(p.y * 0.1);
|
||||
if(syncs[0] > 5.) {
|
||||
outMaterial = vec3(0.5);
|
||||
}
|
||||
outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
|
||||
shininess = 0.6;
|
||||
}
|
||||
|
||||
if(material == 1.) {
|
||||
outMaterial = vec3(0.5);
|
||||
shininess = 0.6;
|
||||
} 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., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
|
||||
lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, 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);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
vec3 lightDir = vec3(0., 2., 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;
|
||||
@ -438,7 +319,7 @@ vec3 render(vec2 uv) {
|
||||
}
|
||||
|
||||
//glow from the bottom
|
||||
vec3 bGlowColor = palette(syncs[0] * .5); // color change
|
||||
vec3 bGlowColor = palette(syncs[0] * .075); // color change
|
||||
float bGlowDistance = 0.3;
|
||||
vec3 p = camPos + t.x * rayDir;
|
||||
|
||||
@ -457,31 +338,4 @@ 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.);
|
||||
}
|
||||
|
||||
//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);
|
||||
}
|
||||
*/
|
||||
}
|
||||
Reference in New Issue
Block a user