3 Commits

Author SHA1 Message Date
d33042e30a syncit ei toimi 2025-07-23 22:57:27 +03:00
f460f71ab4 Merge branch 'teemun_uusi_efekti' into teemun_shaderi 2025-07-23 22:31:01 +03:00
3f3b84b15c jotain pientä aloitettu 2025-07-23 22:29:22 +03:00
4 changed files with 157 additions and 183 deletions

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@ -146,7 +146,7 @@ int __cdecl main(int argc, char* argv[])
{ 0.0f, 0.0f, 0.0f } { 0.0f, 0.0f, 0.0f }
}; };
float test[3] = { 0.0f, 0.1f, 0.0f }; // test float of one shape float test[3] = { 0.0f, 0.0f, 0.0f }; // test float of one shape
int currentShape = 0; // mark location which shape we are currently building int currentShape = 0; // mark location which shape we are currently building
@ -246,20 +246,20 @@ int __cdecl main(int argc, char* argv[])
// if sound has stopped, end shape // if sound has stopped, end shape
// if shape is finished, move shape forward // if shape is finished, move shape forward
float captureSync = syncs[5]; float captureSync = 0.0;
if (captureSync >= 0.001f) { if (captureSync >= 0.001f) {
isPlaying = true; isPlaying = true;
} }
if (isPlaying) { //if (isPlaying) {
vec3ShapeArray[currentShape][1] = captureSync; vec3ShapeArray[currentShape][1] = captureSync;
vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement; vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
test[0] = captureSync; // y position test[0] = test[0] + shapeIncrement; // x position
test[1] = test[1] + shapeIncrement; // x position test[1] = captureSync; // y position
test[2] = 0.3f; // length test[2] = 0.3f; // length
} //}
// when note changes -- reset // when note changes -- reset

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@ -4,8 +4,8 @@ out vec4 o;
const float PI = 3.14159265; const float PI = 3.14159265;
const float TAU = (2. * PI); const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5; const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7]; layout(location = 0) uniform float syncs[12];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4 layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length 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(location = 700) uniform vec3 test; // shapes test
float u_time = syncs[0]; float u_time = syncs[0];
@ -15,10 +15,31 @@ vec2 getUV() {
return gl_FragCoord.xy * scale - 1.0; return gl_FragCoord.xy * scale - 1.0;
} }
mat2 rot2D(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
float noise(in vec2 xy, in float seed) { float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
} }
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
/////////////////
// GEOMETRY //
/////////////////
// Hexagonal prism, circumcircle variant // Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) { float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p); vec3 q = abs(p);
@ -32,24 +53,27 @@ float sdHex(vec3 pos, float i, float angle) {
return d1; return d1;
} }
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
float sdSphere(vec3 p, float r){ float sdSphere(vec3 p, float r){
return length(p) -r; return length(p) -r;
} }
// Modify your mapScene function //////////////
// SCENE //
//////////////
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
vec2 mapScene(in vec3 p) { vec2 mapScene(in vec3 p) {
float mat = 0.;
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9; float d = 1e9;
float a = 0.; float a = 0.;
@ -62,7 +86,7 @@ vec2 mapScene(in vec3 p) {
float hexGap = 0.2; float hexGap = 0.2;
/* /*
for(float j = 0.; j < 16.; j++) { for(float j = 0.; j < 16.; j++) {
vec3 po = p; vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10); po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j); po += vec3(0, 0., (1.88 + hexGap) * j);
@ -84,25 +108,22 @@ vec2 mapScene(in vec3 p) {
//float hexSize = fft_output[hexDist] * 5.0; //float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.); a = sdHex(po, 1. + hexSize, 0.);
d = min(d, a); //d = min(d, a);
res = opU(res, vec2(a, 2.));
if(d == a) {
mat = 1.;
}
} }
} }
*/ */
// main note effect shapes // main note effect shapes
a = sdSphere(vec3(p.x + test.y, p.y + test.x, p.z), test.z + 2.); res = opU( res, vec2( sdSphere(p- vec3(2.0 + test.x, 4. + test.y, 0.0), 2. ), 1.));
d = min(d, a);
if (d == a) {
mat = 1.;
}
return vec2(d, mat);
return res;
} }
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.; float t = 0.;
float mat = 0.; float mat = 0.;
@ -128,6 +149,10 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
return vec3(t, mat, hit); return vec3(t, mat, hit);
} }
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0; float res = 1.0;
float t = mint; float t = mint;
@ -202,18 +227,6 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
} }
*/ */
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for(int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i * i);
float dist = mapScene(p + n * len).x;
occ += (len - dist) * weight;
weight *= 0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) { vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01; float shininess = 0.01;
@ -240,9 +253,11 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
} }
vec3 lights = vec3(0.); vec3 lights = vec3(0.);
lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess); lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess); lights += addPointLight(vec3(0., 6.0, -5.0), vec3(0.08, 0.62, 0.75), 20.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess); //lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
vec3 lightDir = vec3(0., 1., -3); vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.); //float sun_dif = clamp(dot(n, lightDir), 0., 1.);
@ -286,63 +301,31 @@ vec3 postProcess(vec3 col) {
return col; return col;
} }
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) { //////////////////
// Calculate camera's orthonormal basis // RENDERING //
vec3 camForward = normalize(camTarget - camPos); //////////////////
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov); vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
{
return rayDir; vec3 f = normalize(camTarget-camPos),
r = normalize(cross(vec3(0,1,0), f)),
u = cross(f,r),
c = f*fov,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
} }
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
camPos = vec3(0.0, 30.0, -10.0);
if(cameraMode == 1) {
// Orbiting camera
vec3 camTarget = vec3(0.0, 0.0, -20.0);
float orbitRadius = 20.0;
float orbitSpeed = 0.2;
float orbitHeight = 10.0;
float angle = time * orbitSpeed;
camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
} else if(cameraMode == 2) {
// Smooth camera movement
float t = time * 0.06;
camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
} else if(cameraMode == 3) {
// First person style movement
float walkSpeed = 2.0;
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
}
return camPos;
}
// Main camera function that combines everything
vec3 setupCamera(vec2 uv, float time, int positionMode) {
vec3 camPos = getCameraPosition(time, positionMode);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.;
return getCameraRay(uv, camPos, camTarget, fov);
}
// Simplified version of your render function using the new camera system
vec3 render(vec2 uv) { vec3 render(vec2 uv) {
// Choose camera modes:
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
// Ray: 0=standard, 1=zoom, 2=dof
int positionMode = 2; // Static
vec3 rayDir = setupCamera(uv, u_time, positionMode); vec3 camPos = vec3(0.0, 20.0, -10.0);
vec3 camPos = getCameraPosition(u_time, positionMode); vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 col = vec3(0.); // background color
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0); vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos); vec3 t = castRay(camPos, rayDir, hitPos);
@ -355,11 +338,7 @@ vec3 render(vec2 uv) {
} }
void main() { void main() {
vec3 finalColor = render(getUV()); vec3 finalColor = render(getUV());
//finalColor = postProcess(finalColor); //finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.); o = vec4(finalColor, 1.);
} }

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@ -1,132 +1,127 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) // Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_ #ifndef FRAGMENT_INL_
# define FRAGMENT_INL_ # define FRAGMENT_INL_
# define VAR_fft_output "f" # define VAR_fft_output "m"
# define VAR_o "i" # define VAR_o "f"
# define VAR_shapes "C" # define VAR_shapes "C"
# define VAR_syncs "m" # define VAR_syncs "i"
# define VAR_test "k" # define VAR_test "k"
const char *fragment_frag = const char *fragment_frag =
"#version 460\n" "#version 460\n"
"precision mediump float;" "precision mediump float;"
"out vec4 i;" "out vec4 f;"
"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;" "const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];" "layout(location=0)uniform float i[12];"
"layout(location=8)uniform float f[512];" "layout(location=20)uniform float m[512];"
"layout(location=600)uniform vec3 C[15];" "layout(location=600)uniform vec3 C[15];"
"layout(location=700)uniform vec3 k;" "layout(location=700)uniform vec3 k;"
"float l=m[0];" "float F=i[0];"
"vec2 t(vec2 i,vec2 k)"
"{"
"return i.x<k.x?"
"i:"
"k;"
"}"
"vec2 t(vec3 v)" "vec2 t(vec3 v)"
"{" "{"
"float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;" "return t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x,4.+k.y,0))-2.,1));"
"i=min(i,m);"
"if(i==m)"
"n=1.;"
"return vec2(i,n);"
"}" "}"
"vec3 t(vec3 v,vec3 i,inout vec3 n)" "vec3 t(vec3 v,vec3 i,inout vec3 f)"
"{" "{"
"float f=0.,r=0.,m=0.;" "float k=0.,n=0.,y=0.;"
"for(int e=0;e<30;e++)" "for(int e=0;e<30;e++)"
"{" "{"
"n=v+i*f;" "f=v+i*k;"
"vec2 l=t(n);" "vec2 m=t(f);"
"f+=l.x;" "k+=m.x;"
"r=l.y;" "n=m.y;"
"if(f>1e2)" "if(k>1e2)"
"break;" "break;"
"if(l.x<.001*f)" "if(m.x<.001*k)"
"{" "{"
"m=1.;" "y=1.;"
"break;" "break;"
"}" "}"
"}" "}"
"if(f>1e2)" "if(k>1e2)"
"f=0.;" "k=0.;"
"return vec3(f,r,m);" "return vec3(k,n,y);"
"}" "}"
"float t(vec3 v,vec3 f,float n)" "float t(vec3 v,vec3 i,float f)"
"{" "{"
"float i=1.,m=.02;" "float k=1.,y=.02;"
"for(int e=0;e<6;e++)" "for(int e=0;e<6;e++)"
"{" "{"
"if(m>n)" "if(y>f)"
"break;" "break;"
"float l=t(v+m*f).x;" "float n=t(v+y*i).x;"
"i=min(i,l/(4.*m));" "k=min(k,n/(4.*y));"
"m+=clamp(l,.1,.8);" "y+=clamp(n,.1,.8);"
"if(i<-1.)" "if(k<-1.)"
"break;" "break;"
"}" "}"
"i=max(i,-1.);" "k=max(k,-1.);"
"return.25*(1.+i)*(1.+i)*(2.-i);" "return.25*(1.+k)*(1.+k)*(2.-k);"
"}" "}"
"vec3 e(vec3 v)" "vec3 e(vec3 v)"
"{" "{"
"vec2 i=vec2(.01,0);" "vec2 k=vec2(.01,0);"
"return normalize(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));" "return normalize(vec3(t(v+k.xyy).x-t(v-k.xyy).x,t(v+k.yxy).x-t(v-k.yxy).x,t(v+k.yyx).x-t(v-k.yyx).x));"
"}" "}"
"vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)" "vec3 e(vec3 v,vec3 k,float i,vec3 m,vec3 f,vec3 n,float y)"
"{" "{"
"v-=l;" "v-=m;"
"float e=length(v);" "float e=length(v);"
"v=normalize(v);" "v=normalize(v);"
"float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);" "i/=1.+.09*e+.032*e*e;"
"float F=max(dot(n,v),0.);"
"f=normalize(v-f);" "f=normalize(v-f);"
"vec3 x=vec3(.04);" "vec3 r=vec3(.04);"
"x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);" "r+=(1.-r)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"e=t(l+m*.01,v,e);" "e=t(m+n*.01,v,e);"
"return(i*r*y+i*pow(max(dot(m,f),0.),mix(128.,8.,n))*y*x)*e;" "return(k*F*i+k*pow(max(dot(n,f),0.),mix(128.,8.,y))*i*r)*e;"
"}" "}"
"vec3 e(vec3 v,vec3 i,vec3 f,float n)" "vec3 e(vec3 v,vec3 i,vec3 f,float k)"
"{" "{"
"float m=.01;" "float n=.01;"
"vec3 l=vec3(0);" "vec3 y=vec3(0);"
"if(n==0.)" "if(k==0.)"
"l=vec3(.8314,.2941,.2941),m=.1;" "y=vec3(.8314,.2941,.2941),n=.1;"
"else if(n==1.)" "else if(k==1.)"
"l=vec3(.6196,.6118,.6118),m=.7;" "y=vec3(.6196,.6118,.6118),n=.7;"
"else if(n==2.)" "else if(k==2.)"
"l=vec3(.3255,.4784,.3255),m=.2;" "y=vec3(.3255,.4784,.3255),n=.2;"
"else if(n==3.)" "else if(k==3.)"
"l=vec3(.2471,.3059,.6314),m=1.;" "y=vec3(.2471,.3059,.6314),n=1.;"
"else if(n==4.)" "else if(k==4.)"
"l=vec3(.9961,1,.9922),m=.1;" "y=vec3(.9961,1,.9922),n=.1;"
"else if(n==5.)" "else if(k==5.)"
"l=vec3(.9961,1,.9922),m=.3;" "y=vec3(.9961,1,.9922),n=.3;"
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,f,i,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,f,i,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,f,i,m)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;" "v=vec3(0)+e(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,f,i,n)+e(vec3(0,6,-5),vec3(.08,.62,.75),20.,v,f,i,n)+e(vec3(0,20,15),vec3(.77,.26,.73),30.,v,f,i,n)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return l*max(vec3(0),v);" "return y*max(vec3(0),v);"
"}" "}"
"vec3 e(vec2 v,vec3 i)" "vec3 e(vec2 k,vec3 v)"
"{" "{"
"i=normalize(vec3(0,-1,10)-i);" "v=normalize(vec3(0,-1,10)-v);"
"vec3 m=normalize(cross(vec3(0,1,0),i));" "vec3 n=normalize(cross(vec3(0,1,0),v));"
"return normalize(v.x*m+v.y*normalize(cross(i,m))+i);" "return normalize(v+k.x*n+k.y*cross(v,n));"
"}"
"vec3 e()"
"{"
"vec3 i;"
"{"
"float v=l*.06;"
"i=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
"}"
"return i;"
"}" "}"
"vec3 e(vec2 v)" "vec3 e(vec2 v)"
"{" "{"
"vec3 i=e(v,e()),m=vec3(.102,.2431,.3412),n=vec3(0),l=t(e(),i,n);" "vec3 k=vec3(0,20,-10),n=e(v,k),f=vec3(0),y=vec3(0);"
"if(l.x>0.)" "k=t(k,n,y);"
"if(k.x>0.)"
"{" "{"
"vec3 v=e(n);" "vec3 v=e(y);"
"m=e(n,v,i,l.y);" "f=e(y,v,n,k.y);"
"}" "}"
"return m;" "return f;"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" "vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"i=vec4(v,1);" "f=vec4(v,1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_

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@ -13,7 +13,7 @@
#define SU_LENGTH_IN_PATTERNS 108 #define SU_LENGTH_IN_PATTERNS 108
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE) #define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE)
#define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT)) #define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
#define SU_NUMSYNCS 11 #define SU_NUMSYNCS 12
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS #define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
#include <stdint.h> #include <stdint.h>