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21 Commits
teemun_uus
...
uus_fft
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3
.gitignore
vendored
3
.gitignore
vendored
@ -3,6 +3,9 @@
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##
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||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
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# Omat
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*.inl
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# User-specific files
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*.suo
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*.user
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381
_song.yml
381
_song.yml
@ -1,381 +0,0 @@
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bpm: 138
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rowsperbeat: 4
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score:
|
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tracks:
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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, 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
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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]
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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]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
|
||||
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
|
||||
- numvoices: 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]]
|
||||
rowsperpattern: 16
|
||||
length: 108
|
||||
patch:
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||||
- name: 80s lead
|
||||
numvoices: 2
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 1089
|
||||
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: 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: 1}
|
||||
- type: envelope
|
||||
id: 1092
|
||||
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
|
||||
- type: mulp
|
||||
id: 1098
|
||||
parameters: {stereo: 1}
|
||||
- type: pan
|
||||
id: 1096
|
||||
parameters: {panning: 60, stereo: 1}
|
||||
- type: filter
|
||||
id: 1108
|
||||
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: 1133
|
||||
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
|
||||
- type: sync
|
||||
id: 1141
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 1097
|
||||
parameters: {auxgain: 34, outgain: 34, stereo: 1}
|
||||
- name: 80s bass
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 3
|
||||
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: 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: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
|
||||
- type: send
|
||||
id: 1088
|
||||
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
|
||||
- type: mulp
|
||||
id: 1086
|
||||
parameters: {stereo: 1}
|
||||
- type: distort
|
||||
id: 1107
|
||||
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: 110, stereo: 1}
|
||||
- type: outaux
|
||||
id: 15
|
||||
parameters: {auxgain: 30, outgain: 30, stereo: 1}
|
||||
- name: Kick
|
||||
comment: 'Suggested note: C-3'
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 261
|
||||
parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 269
|
||||
parameters: {gain: 128, shape: 74, stereo: 0}
|
||||
- type: send
|
||||
id: 268
|
||||
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: 57, type: 0, unison: 0}
|
||||
- type: filter
|
||||
id: 281
|
||||
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
|
||||
- type: mulp
|
||||
id: 263
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 280
|
||||
parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 1110
|
||||
parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: noise
|
||||
id: 275
|
||||
parameters: {gain: 72, shape: 24, stereo: 0}
|
||||
- type: send
|
||||
id: 276
|
||||
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: envelope
|
||||
id: 274
|
||||
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: 1122
|
||||
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
|
||||
- type: send
|
||||
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}
|
||||
- type: mulp
|
||||
id: 279
|
||||
parameters: {stereo: 0}
|
||||
- type: addp
|
||||
id: 271
|
||||
parameters: {stereo: 0}
|
||||
- type: pan
|
||||
id: 294
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: filter
|
||||
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: 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:
|
||||
- type: envelope
|
||||
id: 217
|
||||
parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
|
||||
- type: oscillator
|
||||
id: 218
|
||||
parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
|
||||
- type: mulp
|
||||
id: 221
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 222
|
||||
parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 223
|
||||
parameters: {gain: 31, shape: 14, stereo: 0}
|
||||
- type: mulp
|
||||
id: 224
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 201
|
||||
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, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
|
||||
- type: addp
|
||||
id: 226
|
||||
parameters: {stereo: 0}
|
||||
- type: distort
|
||||
id: 338
|
||||
parameters: {drive: 108, stereo: 0}
|
||||
- type: pan
|
||||
id: 231
|
||||
parameters: {panning: 63, stereo: 0}
|
||||
- type: outaux
|
||||
id: 232
|
||||
parameters: {auxgain: 52, outgain: 58, stereo: 1}
|
||||
- type: envelope
|
||||
id: 233
|
||||
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 234
|
||||
parameters: {amount: 69, port: 0, sendpop: 1, target: 218}
|
||||
- type: envelope
|
||||
id: 235
|
||||
parameters: {attack: 53, decay: 58, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 236
|
||||
parameters: {amount: 0, port: 0, sendpop: 1, target: 201}
|
||||
- type: envelope
|
||||
id: 237
|
||||
parameters: {attack: 53, decay: 73, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 238
|
||||
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
|
||||
- name: SuperSaw 4
|
||||
comment: Automate filter frequency for the classic trance sound
|
||||
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: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 12
|
||||
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}
|
||||
- type: mulp
|
||||
id: 16
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 17
|
||||
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
|
||||
- type: oscillator
|
||||
id: 18
|
||||
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
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: 20
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 23
|
||||
parameters: {stereo: 0}
|
||||
- type: gain
|
||||
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: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
|
||||
varargs: [32, 36]
|
||||
- type: loadnote
|
||||
id: 1140
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1138
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1139
|
||||
parameters: {stereo: 0}
|
||||
- type: outaux
|
||||
id: 30
|
||||
parameters: {auxgain: 23, outgain: 25, stereo: 1}
|
||||
- name: pad
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
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: 1}
|
||||
- type: oscillator
|
||||
id: 1125
|
||||
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
|
||||
- type: oscillator
|
||||
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: 6
|
||||
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
|
||||
- type: send
|
||||
id: 78
|
||||
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
|
||||
- type: addp
|
||||
id: 80
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 10
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 11
|
||||
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
|
||||
- type: filter
|
||||
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}
|
||||
- type: pan
|
||||
id: 1129
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: delay
|
||||
id: 1130
|
||||
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
|
||||
varargs: [24, 48]
|
||||
- type: outaux
|
||||
id: 1131
|
||||
parameters: {auxgain: 15, outgain: 15, stereo: 1}
|
||||
- name: HappyLead
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 164
|
||||
parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
|
||||
- type: oscillator
|
||||
id: 165
|
||||
parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
|
||||
- type: addp
|
||||
id: 166
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 163
|
||||
parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
|
||||
- type: mulp
|
||||
id: 167
|
||||
parameters: {stereo: 0}
|
||||
- type: pan
|
||||
id: 168
|
||||
parameters: {panning: 60, stereo: 0}
|
||||
- type: delay
|
||||
id: 169
|
||||
parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
|
||||
varargs: [12550, 24402, 21265, 32419]
|
||||
- type: outaux
|
||||
id: 172
|
||||
parameters: {auxgain: 64, outgain: 64, stereo: 1}
|
||||
- name: Global
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: in
|
||||
id: 7
|
||||
parameters: {channel: 2, stereo: 1}
|
||||
- type: delay
|
||||
id: 8
|
||||
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: 9
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
Binary file not shown.
265
song.yml
265
song.yml
@ -2,127 +2,133 @@ bpm: 138
|
||||
rowsperbeat: 4
|
||||
score:
|
||||
tracks:
|
||||
- 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]
|
||||
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 2
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
|
||||
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -1]
|
||||
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- 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]
|
||||
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], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, -1]
|
||||
patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
|
||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1, -1]
|
||||
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
|
||||
- numvoices: 4
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 81, 83, 84, 86], [88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81], [91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81], [93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81], [89, 81, 83, 84, 86, 88, 89, 91, 89, 81, 83, 84, 83, 84, 86, 88], [89, 79, 81, 83, 81, 83, 84, 86, 84, 86, 88, 89, 88, 84, 86, 83], [91, 88, 89, 86, 88, 84, 86, 83, 84, 81, 83, 79, 81, 77, 79, 76], [77, 74, 76, 72, 74, 71, 72, 69, 71, 67, 69, 65, 67, 69, 71, 74], [77, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 1, 77, 76], [74, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 69, 71, 72, 76], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 79, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
rowsperpattern: 16
|
||||
length: 108
|
||||
patch:
|
||||
- name: 80s lead
|
||||
numvoices: 4
|
||||
- name: 80slead.instr
|
||||
numvoices: 2
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 1089
|
||||
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3}
|
||||
parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 90, shape: 64, stereo: 0, transpose: 76, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 1090
|
||||
parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2}
|
||||
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 2}
|
||||
- type: addp
|
||||
id: 1091
|
||||
parameters: {stereo: 1}
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 1092
|
||||
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
|
||||
parameters: {attack: 55, decay: 66, gain: 90, release: 54, stereo: 0, sustain: 81}
|
||||
- type: mulp
|
||||
id: 1098
|
||||
parameters: {stereo: 1}
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1172
|
||||
parameters: {}
|
||||
- type: pan
|
||||
id: 1096
|
||||
parameters: {panning: 60, stereo: 1}
|
||||
parameters: {panning: 62, stereo: 0}
|
||||
- type: filter
|
||||
id: 1108
|
||||
parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1}
|
||||
parameters: {bandpass: 1, frequency: 80, highpass: -1, lowpass: 1, resonance: 128, stereo: 1}
|
||||
- type: gain
|
||||
id: 1119
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
- type: filter
|
||||
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: 34, outgain: 34, stereo: 1}
|
||||
- name: 80s bass
|
||||
parameters: {auxgain: 40, outgain: 40, stereo: 1}
|
||||
- name: 80sbass.instr
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 3
|
||||
parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
|
||||
parameters: {color: 0, detune: 64, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
|
||||
- type: oscillator
|
||||
id: 4
|
||||
parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1}
|
||||
parameters: {color: 0, detune: 74, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 2}
|
||||
- type: addp
|
||||
id: 1084
|
||||
parameters: {stereo: 1}
|
||||
- type: envelope
|
||||
id: 1085
|
||||
parameters: {attack: 0, decay: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
|
||||
parameters: {attack: 19, decay: 70, gain: 100, release: 68, stereo: 1, sustain: 28}
|
||||
- type: send
|
||||
id: 1088
|
||||
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
|
||||
parameters: {amount: 80, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
|
||||
- type: mulp
|
||||
id: 1086
|
||||
parameters: {stereo: 1}
|
||||
- type: distort
|
||||
id: 1107
|
||||
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}
|
||||
parameters: {bandpass: 0, frequency: 45, highpass: 1, lowpass: 1, resonance: 46, stereo: 1}
|
||||
- type: distort
|
||||
id: 1107
|
||||
parameters: {drive: 92, stereo: 1}
|
||||
- type: pan
|
||||
id: 284
|
||||
parameters: {panning: 64, stereo: 1}
|
||||
- type: gain
|
||||
id: 1121
|
||||
parameters: {gain: 110, stereo: 1}
|
||||
parameters: {gain: 100, stereo: 1}
|
||||
- type: sync
|
||||
id: 1173
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 15
|
||||
parameters: {auxgain: 30, outgain: 30, stereo: 1}
|
||||
- name: Kick
|
||||
parameters: {auxgain: 32, outgain: 56, stereo: 1}
|
||||
- name: kick.instr
|
||||
comment: 'Suggested note: C-3'
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 261
|
||||
parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
parameters: {attack: 0, decay: 50, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 269
|
||||
parameters: {gain: 128, shape: 74, stereo: 0}
|
||||
parameters: {gain: 128, shape: 86, stereo: 0}
|
||||
- type: send
|
||||
id: 268
|
||||
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: 57, type: 0, unison: 0}
|
||||
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 0}
|
||||
- type: filter
|
||||
id: 281
|
||||
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
|
||||
parameters: {bandpass: -1, frequency: 97, highpass: -1, lowpass: 0, resonance: 87, stereo: 0}
|
||||
- type: mulp
|
||||
id: 263
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 280
|
||||
parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
|
||||
parameters: {attack: 0, decay: 63, gain: 80, release: 64, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 1110
|
||||
parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
@ -134,16 +140,13 @@ patch:
|
||||
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: envelope
|
||||
id: 274
|
||||
parameters: {attack: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
parameters: {attack: 27, decay: 73, 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: 1122
|
||||
id: 1147
|
||||
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
|
||||
- type: send
|
||||
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}
|
||||
@ -157,60 +160,55 @@ patch:
|
||||
id: 294
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: filter
|
||||
id: 1132
|
||||
parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
|
||||
id: 1149
|
||||
parameters: {bandpass: 0, frequency: 11, highpass: -1, lowpass: 1, resonance: 104, stereo: 1}
|
||||
- type: sync
|
||||
id: 1180
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 266
|
||||
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
|
||||
parameters: {auxgain: 0, outgain: 50, stereo: 1}
|
||||
- name: snare.instr
|
||||
comment: 'Suggested range: E-4'
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 217
|
||||
parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
|
||||
parameters: {attack: 0, decay: 64, gain: 80, release: 0, stereo: 0, sustain: 0}
|
||||
- type: oscillator
|
||||
id: 218
|
||||
parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
|
||||
parameters: {color: 128, detune: 64, gain: 95, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 58, type: 0, unison: 0}
|
||||
- type: mulp
|
||||
id: 221
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 222
|
||||
parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
|
||||
parameters: {attack: 0, decay: 72, gain: 64, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 223
|
||||
parameters: {gain: 31, shape: 14, stereo: 0}
|
||||
parameters: {gain: 37, shape: 14, stereo: 0}
|
||||
- type: mulp
|
||||
id: 224
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 201
|
||||
parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0}
|
||||
parameters: {bandpass: 0, frequency: 78, highpass: -1, lowpass: 1, resonance: 127, stereo: 0}
|
||||
- type: filter
|
||||
id: 225
|
||||
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
|
||||
parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, resonance: 112, stereo: 0}
|
||||
- type: addp
|
||||
id: 226
|
||||
parameters: {stereo: 0}
|
||||
- type: distort
|
||||
id: 338
|
||||
parameters: {drive: 108, stereo: 0}
|
||||
parameters: {drive: 99, stereo: 0}
|
||||
- type: pan
|
||||
id: 231
|
||||
parameters: {panning: 63, stereo: 0}
|
||||
parameters: {panning: 65, stereo: 0}
|
||||
- type: outaux
|
||||
id: 232
|
||||
parameters: {auxgain: 52, outgain: 58, stereo: 1}
|
||||
parameters: {auxgain: 40, outgain: 82, stereo: 1}
|
||||
comment: OUTPUT
|
||||
- type: envelope
|
||||
id: 233
|
||||
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
@ -229,19 +227,19 @@ patch:
|
||||
- type: send
|
||||
id: 238
|
||||
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
|
||||
- name: SuperSaw 4
|
||||
- name: SuperSaw 4.instr
|
||||
comment: Automate filter frequency for the classic trance sound
|
||||
numvoices: 1
|
||||
numvoices: 2
|
||||
units:
|
||||
- type: envelope
|
||||
id: 1109
|
||||
parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
|
||||
parameters: {attack: 32, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
|
||||
- type: oscillator
|
||||
id: 1099
|
||||
parameters: {color: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
parameters: {color: 0, detune: 96, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 12
|
||||
parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
parameters: {color: 0, detune: 80, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: addp
|
||||
id: 13
|
||||
parameters: {stereo: 0}
|
||||
@ -250,66 +248,62 @@ patch:
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 17
|
||||
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
|
||||
parameters: {attack: 32, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
|
||||
- type: oscillator
|
||||
id: 18
|
||||
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
id: 1156
|
||||
parameters: {color: 0, detune: 44, gain: 64, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 19
|
||||
parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
id: 1157
|
||||
parameters: {color: 0, detune: 35, gain: 64, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: addp
|
||||
id: 20
|
||||
id: 1158
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 23
|
||||
parameters: {stereo: 0}
|
||||
- type: gain
|
||||
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: pan
|
||||
id: 1182
|
||||
parameters: {panning: 72, stereo: 1}
|
||||
- type: delay
|
||||
id: 29
|
||||
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
|
||||
parameters: {damp: 0, dry: 72, feedback: 24, notetracking: 2, pregain: 72, stereo: 1}
|
||||
varargs: [32, 36]
|
||||
- type: outaux
|
||||
id: 1160
|
||||
parameters: {auxgain: 32, outgain: 72, stereo: 1}
|
||||
- type: loadnote
|
||||
id: 1140
|
||||
id: 1174
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1138
|
||||
id: 1175
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1139
|
||||
id: 1176
|
||||
parameters: {stereo: 0}
|
||||
- type: outaux
|
||||
id: 30
|
||||
parameters: {auxgain: 23, outgain: 25, stereo: 1}
|
||||
- name: pad
|
||||
- name: pad.instr
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 1
|
||||
id: 1161
|
||||
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: 1}
|
||||
parameters: {amount: 64, port: 4, sendpop: 0, target: 1161}
|
||||
- type: oscillator
|
||||
id: 1125
|
||||
id: 1162
|
||||
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
|
||||
- type: oscillator
|
||||
id: 1126
|
||||
id: 1163
|
||||
parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1}
|
||||
- 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: 6
|
||||
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
|
||||
id: 1164
|
||||
parameters: {amount: 68, port: 1, sendpop: 0, target: 1162}
|
||||
- type: send
|
||||
id: 78
|
||||
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
|
||||
parameters: {amount: 61, port: 1, sendpop: 1, target: 1163}
|
||||
- type: addp
|
||||
id: 80
|
||||
parameters: {stereo: 0}
|
||||
@ -318,61 +312,98 @@ patch:
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 11
|
||||
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
|
||||
parameters: {bandpass: 0, frequency: 26, highpass: -1, lowpass: 1, resonance: 128, stereo: 0}
|
||||
- type: filter
|
||||
id: 1127
|
||||
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
|
||||
id: 1165
|
||||
parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, resonance: 64, stereo: 0}
|
||||
- type: distort
|
||||
id: 1128
|
||||
parameters: {drive: 109, stereo: 0}
|
||||
parameters: {drive: 102, stereo: 0}
|
||||
- type: pan
|
||||
id: 1129
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: delay
|
||||
id: 1130
|
||||
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
|
||||
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 90, stereo: 1}
|
||||
varargs: [24, 48]
|
||||
- type: sync
|
||||
id: 1181
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 1131
|
||||
parameters: {auxgain: 15, outgain: 15, stereo: 1}
|
||||
- name: HappyLead
|
||||
parameters: {auxgain: 32, outgain: 14, stereo: 1}
|
||||
- name: HappyLead.instr
|
||||
numvoices: 4
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 164
|
||||
parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
|
||||
parameters: {color: 128, detune: 67, gain: 72, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 76, type: 1, unison: 2}
|
||||
- type: oscillator
|
||||
id: 165
|
||||
parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
|
||||
parameters: {color: 128, detune: 73, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: addp
|
||||
id: 166
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 163
|
||||
parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
|
||||
parameters: {attack: 24, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
|
||||
- type: mulp
|
||||
id: 167
|
||||
parameters: {stereo: 0}
|
||||
- type: pan
|
||||
id: 168
|
||||
parameters: {panning: 60, stereo: 0}
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: delay
|
||||
id: 169
|
||||
parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
|
||||
parameters: {damp: 0, dry: 70, feedback: 15, notetracking: 0, pregain: 60, stereo: 1}
|
||||
varargs: [12550, 24402, 21265, 32419]
|
||||
- type: outaux
|
||||
id: 172
|
||||
parameters: {auxgain: 64, outgain: 64, stereo: 1}
|
||||
parameters: {auxgain: 32, outgain: 48, stereo: 1}
|
||||
- type: loadnote
|
||||
id: 1177
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1178
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1179
|
||||
parameters: {stereo: 0}
|
||||
- name: Global
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: in
|
||||
id: 7
|
||||
parameters: {channel: 2, stereo: 1}
|
||||
comment: Aux 1 (reverb)
|
||||
- type: delay
|
||||
id: 8
|
||||
parameters: {damp: 25, dry: 0, feedback: 120, notetracking: 0, pregain: 40, stereo: 1}
|
||||
parameters: {damp: 28, dry: 0, feedback: 122, 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: 96, 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: 90, ratio: 128, release: 42, stereo: 1, threshold: 90}
|
||||
comment: Clipper (change threshold and invgain to match loudness)
|
||||
- type: mulp
|
||||
id: 1168
|
||||
parameters: {stereo: 1}
|
||||
- type: out
|
||||
id: 9
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
parameters: {gain: 112, stereo: 1}
|
||||
comment: Master Out
|
||||
|
||||
381
song_og.yml
381
song_og.yml
@ -1,381 +0,0 @@
|
||||
bpm: 138
|
||||
rowsperbeat: 4
|
||||
score:
|
||||
tracks:
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1]
|
||||
patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
|
||||
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
|
||||
patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
|
||||
- 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]
|
||||
patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
|
||||
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
|
||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
|
||||
- numvoices: 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]]
|
||||
rowsperpattern: 16
|
||||
length: 108
|
||||
patch:
|
||||
- name: 80s lead
|
||||
numvoices: 2
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 1089
|
||||
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: 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: 1}
|
||||
- type: envelope
|
||||
id: 1092
|
||||
parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
|
||||
- type: mulp
|
||||
id: 1098
|
||||
parameters: {stereo: 1}
|
||||
- type: pan
|
||||
id: 1096
|
||||
parameters: {panning: 60, stereo: 1}
|
||||
- type: filter
|
||||
id: 1108
|
||||
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: 1133
|
||||
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
|
||||
- type: sync
|
||||
id: 1141
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 1097
|
||||
parameters: {auxgain: 34, outgain: 34, stereo: 1}
|
||||
- name: 80s bass
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 3
|
||||
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: 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: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
|
||||
- type: send
|
||||
id: 1088
|
||||
parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
|
||||
- type: mulp
|
||||
id: 1086
|
||||
parameters: {stereo: 1}
|
||||
- type: distort
|
||||
id: 1107
|
||||
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: 110, stereo: 1}
|
||||
- type: outaux
|
||||
id: 15
|
||||
parameters: {auxgain: 30, outgain: 30, stereo: 1}
|
||||
- name: Kick
|
||||
comment: 'Suggested note: C-3'
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
id: 261
|
||||
parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 269
|
||||
parameters: {gain: 128, shape: 74, stereo: 0}
|
||||
- type: send
|
||||
id: 268
|
||||
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: 57, type: 0, unison: 0}
|
||||
- type: filter
|
||||
id: 281
|
||||
parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
|
||||
- type: mulp
|
||||
id: 263
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 280
|
||||
parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 1110
|
||||
parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: noise
|
||||
id: 275
|
||||
parameters: {gain: 72, shape: 24, stereo: 0}
|
||||
- type: send
|
||||
id: 276
|
||||
parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
|
||||
- type: envelope
|
||||
id: 274
|
||||
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: 1122
|
||||
parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
|
||||
- type: send
|
||||
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}
|
||||
- type: mulp
|
||||
id: 279
|
||||
parameters: {stereo: 0}
|
||||
- type: addp
|
||||
id: 271
|
||||
parameters: {stereo: 0}
|
||||
- type: pan
|
||||
id: 294
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: filter
|
||||
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: 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:
|
||||
- type: envelope
|
||||
id: 217
|
||||
parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
|
||||
- type: oscillator
|
||||
id: 218
|
||||
parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
|
||||
- type: mulp
|
||||
id: 221
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 222
|
||||
parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
|
||||
- type: noise
|
||||
id: 223
|
||||
parameters: {gain: 31, shape: 14, stereo: 0}
|
||||
- type: mulp
|
||||
id: 224
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 201
|
||||
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, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
|
||||
- type: addp
|
||||
id: 226
|
||||
parameters: {stereo: 0}
|
||||
- type: distort
|
||||
id: 338
|
||||
parameters: {drive: 108, stereo: 0}
|
||||
- type: pan
|
||||
id: 231
|
||||
parameters: {panning: 63, stereo: 0}
|
||||
- type: outaux
|
||||
id: 232
|
||||
parameters: {auxgain: 52, outgain: 58, stereo: 1}
|
||||
- type: envelope
|
||||
id: 233
|
||||
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 234
|
||||
parameters: {amount: 69, port: 0, sendpop: 1, target: 218}
|
||||
- type: envelope
|
||||
id: 235
|
||||
parameters: {attack: 53, decay: 58, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 236
|
||||
parameters: {amount: 0, port: 0, sendpop: 1, target: 201}
|
||||
- type: envelope
|
||||
id: 237
|
||||
parameters: {attack: 53, decay: 73, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
- type: send
|
||||
id: 238
|
||||
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
|
||||
- name: SuperSaw 4
|
||||
comment: Automate filter frequency for the classic trance sound
|
||||
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: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
id: 12
|
||||
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}
|
||||
- type: mulp
|
||||
id: 16
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 17
|
||||
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
|
||||
- type: oscillator
|
||||
id: 18
|
||||
parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
|
||||
- type: oscillator
|
||||
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: 20
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 23
|
||||
parameters: {stereo: 0}
|
||||
- type: gain
|
||||
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: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
|
||||
varargs: [32, 36]
|
||||
- type: loadnote
|
||||
id: 1140
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1138
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1139
|
||||
parameters: {stereo: 0}
|
||||
- type: outaux
|
||||
id: 30
|
||||
parameters: {auxgain: 23, outgain: 25, stereo: 1}
|
||||
- name: pad
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: envelope
|
||||
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: 1}
|
||||
- type: oscillator
|
||||
id: 1125
|
||||
parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
|
||||
- type: oscillator
|
||||
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: 6
|
||||
parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
|
||||
- type: send
|
||||
id: 78
|
||||
parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
|
||||
- type: addp
|
||||
id: 80
|
||||
parameters: {stereo: 0}
|
||||
- type: mulp
|
||||
id: 10
|
||||
parameters: {stereo: 0}
|
||||
- type: filter
|
||||
id: 11
|
||||
parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
|
||||
- type: filter
|
||||
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}
|
||||
- type: pan
|
||||
id: 1129
|
||||
parameters: {panning: 64, stereo: 0}
|
||||
- type: delay
|
||||
id: 1130
|
||||
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
|
||||
varargs: [24, 48]
|
||||
- type: outaux
|
||||
id: 1131
|
||||
parameters: {auxgain: 15, outgain: 15, stereo: 1}
|
||||
- name: HappyLead
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: oscillator
|
||||
id: 164
|
||||
parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
|
||||
- type: oscillator
|
||||
id: 165
|
||||
parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
|
||||
- type: addp
|
||||
id: 166
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 163
|
||||
parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
|
||||
- type: mulp
|
||||
id: 167
|
||||
parameters: {stereo: 0}
|
||||
- type: pan
|
||||
id: 168
|
||||
parameters: {panning: 60, stereo: 0}
|
||||
- type: delay
|
||||
id: 169
|
||||
parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
|
||||
varargs: [12550, 24402, 21265, 32419]
|
||||
- type: outaux
|
||||
id: 172
|
||||
parameters: {auxgain: 64, outgain: 64, stereo: 1}
|
||||
- name: Global
|
||||
numvoices: 1
|
||||
units:
|
||||
- type: in
|
||||
id: 7
|
||||
parameters: {channel: 2, stereo: 1}
|
||||
- type: delay
|
||||
id: 8
|
||||
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: 9
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
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);
|
||||
|
||||
|
||||
100
src/main.cpp
100
src/main.cpp
@ -22,6 +22,8 @@
|
||||
#endif
|
||||
|
||||
#include "glext.h"
|
||||
#include "fft.h"
|
||||
|
||||
#pragma data_seg(".shader")
|
||||
#include "shaders/fragment.inl"
|
||||
#if POST_PASS
|
||||
@ -29,8 +31,6 @@
|
||||
#include "shaders/post.inl"
|
||||
#endif
|
||||
|
||||
#include "fft.h"
|
||||
|
||||
#pragma data_seg(".pids")
|
||||
// static allocation saves a few bytes
|
||||
static int pidMain;
|
||||
@ -39,6 +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"
|
||||
@ -107,7 +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
|
||||
@ -118,17 +123,22 @@ int __cdecl main(int argc, char* argv[])
|
||||
// Play sound
|
||||
direct_sound_buffer->Play(0, 0, 0);
|
||||
|
||||
static float syncs[1 + SU_NUMSYNCS];
|
||||
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"));
|
||||
|
||||
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
|
||||
|
||||
// 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];
|
||||
|
||||
do
|
||||
{
|
||||
static ULONGLONG lastFFTTime = 0;
|
||||
ULONGLONG currentTime = GetTickCount64();
|
||||
|
||||
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
|
||||
|
||||
#if !(DESPERATE)
|
||||
@ -159,40 +169,45 @@ int __cdecl main(int argc, char* argv[])
|
||||
|
||||
#endif
|
||||
|
||||
/******************
|
||||
* FFT
|
||||
*******************/
|
||||
LPVOID audio_ptr = NULL;
|
||||
DWORD audio_size = 0;
|
||||
if (currentTime - lastFFTTime >= targetIntervalMs) {
|
||||
lastFFTTime = currentTime;
|
||||
/******************
|
||||
* FFT
|
||||
*******************/
|
||||
LPVOID audio_ptr = NULL;
|
||||
DWORD audio_size = 0;
|
||||
|
||||
// Read audio
|
||||
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
|
||||
// Read audio
|
||||
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
|
||||
|
||||
if (SUCCEEDED(hr) && audio_ptr) {
|
||||
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE* SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
|
||||
{
|
||||
SUsample* samples = (SUsample*)audio_ptr;
|
||||
for (int i = 0; i < FFT_SIZE; ++i) {
|
||||
fft_input[i] = (float)samples[i];
|
||||
if (SUCCEEDED(hr) && audio_ptr) {
|
||||
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
|
||||
{
|
||||
SUsample* samples = (SUsample*)audio_ptr;
|
||||
for (int i = 0; i < FFT_SIZE; ++i) {
|
||||
signal[i] = Complex((float)samples[i], 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
|
||||
}
|
||||
|
||||
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
|
||||
}
|
||||
// Calculate FFT
|
||||
fft(signal, FFT_SIZE, buffer);
|
||||
|
||||
// Calculate FFT
|
||||
compute_fft(fft_input, fft_output);
|
||||
|
||||
// Normalize output
|
||||
for (int i = 0; i < (FFT_SIZE / 4); i++)
|
||||
{
|
||||
float gain = 50.0f;
|
||||
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
|
||||
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
|
||||
float x_t = fft_output[i] * gain;
|
||||
// Exponential smoothing kaava
|
||||
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
|
||||
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha*(x_t) + (1-alpha)*fft_uniform[i];
|
||||
// Normalize output
|
||||
for (int i = 0; i < (FFT_SIZE / 4); i++)
|
||||
{
|
||||
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.
|
||||
@ -201,16 +216,11 @@ int __cdecl main(int argc, char* argv[])
|
||||
{
|
||||
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
|
||||
}
|
||||
|
||||
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
|
||||
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
|
||||
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
|
||||
glUniform1fvProc(20, 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);
|
||||
|
||||
@ -1,439 +0,0 @@
|
||||
/* 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
|
||||
*/
|
||||
|
||||
//precision mediump float;
|
||||
#version 460
|
||||
uniform int m;
|
||||
out vec4 o;
|
||||
float u_time = m/float(44100);
|
||||
const float PI = 22./7.;
|
||||
|
||||
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), c = cos(angle);
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
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 hash(vec2 p, int algo)
|
||||
{
|
||||
if (algo == 1) {
|
||||
float h = dot(p,vec2(127.1,311.7));
|
||||
return fract(sin(h)*43758.5453123);
|
||||
}
|
||||
p = 50. * fract( p*0.3183099);
|
||||
return fract( p.x*p.y*(p.x+p.y) );
|
||||
}
|
||||
|
||||
float noise(vec2 p, float scale, int a)
|
||||
{
|
||||
vec2 i = floor( p ),
|
||||
f = fract( p ),
|
||||
u = f*f*(3.-2.*f);
|
||||
float sc = scale;
|
||||
if (a == 1) sc = 2.;
|
||||
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
|
||||
hash( i + vec2(1.0,0.0), a ), u.x),
|
||||
mix( hash( i + vec2(0.0,1.0), a),
|
||||
hash( i + vec2(1.), a), u.x), u.y);
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// GEOMETRY //
|
||||
/////////////////
|
||||
/*float sdSphere(vec3 p, float r) {
|
||||
return length(p)-r;
|
||||
}*/
|
||||
|
||||
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.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
|
||||
}
|
||||
|
||||
float sdPyramid( vec3 p, float s)
|
||||
{
|
||||
p = abs(p);
|
||||
return (p.x+p.y+p.z-s)*0.577;// 35027;
|
||||
}
|
||||
|
||||
//////////////////
|
||||
// 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);
|
||||
}
|
||||
|
||||
vec3 map(vec3 p, int displace)
|
||||
{
|
||||
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,
|
||||
|
||||
// Main ring
|
||||
d2 = abs(length(p.xy) - 1.8) - .2;
|
||||
d = min(d,d2);
|
||||
|
||||
// Inner ring
|
||||
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
|
||||
d = max(-d2,d);
|
||||
|
||||
// Depth slice rings
|
||||
d = smax( d, abs(p.z)-.1, .02 );
|
||||
|
||||
//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.;
|
||||
|
||||
// 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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return vec3( d, mat, glo);
|
||||
}
|
||||
|
||||
////////////////
|
||||
// DRAWING //
|
||||
////////////////
|
||||
|
||||
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;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
vec3 getNormal(vec3 p) {
|
||||
vec2 e = vec2(.01, 0.);
|
||||
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);
|
||||
}
|
||||
|
||||
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 ) {
|
||||
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
|
||||
vec3(0.93, 0.37, 0.16), // yellow
|
||||
pow(max( dot(rd, lightDir), 0.) ,8.));
|
||||
return mix( col, fogColor, 1.0 - exp(-t*b) );
|
||||
}
|
||||
|
||||
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
|
||||
{
|
||||
vec3 f = no(l-p),
|
||||
r = no(cross(vec3(0.,1.,0.), f)),
|
||||
u = cross(f,r),
|
||||
c = f*z,
|
||||
i = c + uv.x*r + uv.y*u,
|
||||
d = no(i);
|
||||
return d;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
// fade out at the end
|
||||
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
|
||||
return col;
|
||||
}
|
||||
|
||||
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 (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 u_resolution = vec2(1920,1080);
|
||||
vec2 qor = gl_FragCoord.xy/u_resolution.xy;
|
||||
vec2 resoultion = -1.0+2.0*qor;
|
||||
resoultion.x *= u_resolution.x/u_resolution.y;
|
||||
o = vec4(sceneGate( resoultion ),1.);
|
||||
}
|
||||
@ -1,137 +1,19 @@
|
||||
#version 460
|
||||
|
||||
precision mediump float;
|
||||
out vec4 o;
|
||||
layout(location = 0) uniform float syncs[7];
|
||||
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
|
||||
//float u_time = syncs[0];
|
||||
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[11];
|
||||
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
|
||||
// float u_time = syncs[0];
|
||||
|
||||
float iTime = syncs[0];
|
||||
|
||||
/**
|
||||
* Creative Commons CC0 1.0 Universal (CC-0)
|
||||
*
|
||||
* Contains all the helper functions used by Buffer A for the area lights.
|
||||
*
|
||||
*/
|
||||
|
||||
#define saturate(x) clamp(x, 0., 1.)
|
||||
#define dot2(x) dot(x, x)
|
||||
|
||||
float EPS = .0002;
|
||||
float SMOL_EPS = .0000002;
|
||||
|
||||
float PI = 3.1415926535;
|
||||
float TWO_PI = 6.283185307;
|
||||
float PI_INV = .3183098861;
|
||||
|
||||
// enable/disable these for floor normal map and roughness
|
||||
|
||||
float T = (iTime * .25);
|
||||
|
||||
float SPHERE_LIGHT_RADIUS = (sin(T) * .5 + .7);
|
||||
|
||||
vec3 SPHERE_LIGHT_POS = vec3(9. * cos(T), 6. * abs(sin(T)) / -.75 + SPHERE_LIGHT_RADIUS, 1.);
|
||||
float SPHERE_LIGHT_VOLUME_RADIUS = 20.;
|
||||
float SPHERE_LIGHT_INTENSITY = 256.;
|
||||
|
||||
float LINE_LIGHT_RADIUS = (sin(T) * .075 + .125);
|
||||
float LINE_LIGHT_VOLUME_RADIUS = 20.;
|
||||
float LINE_LIGHT_INTENSITY = 512.;
|
||||
|
||||
float RECT_LIGHT_RADIUS = 4.;
|
||||
float RECT_LIGHT_INTENSITY = 64.;
|
||||
|
||||
vec3 LIGHT_COLOR = vec3(1., .6, .3);
|
||||
|
||||
vec3 SPHERE_ALBEDO = vec3(.2, .01, .6);
|
||||
int REFLECTION_STEPS = 8;
|
||||
|
||||
vec3 SILVER_F0 = vec3(.95, .93, .88);
|
||||
vec3 PLASTIC_F0 = vec3(.05);
|
||||
|
||||
vec3 CAMERA_POS = vec3(0., 9., 21.);
|
||||
float CAMERA_FAR = 100.;
|
||||
|
||||
struct Ray
|
||||
{
|
||||
vec3 origin, direction;
|
||||
};
|
||||
|
||||
struct Rect
|
||||
{
|
||||
vec3 center, side1, side2, side3, side4;
|
||||
vec3 up, right, front;
|
||||
vec2 halfSize;
|
||||
};
|
||||
|
||||
float hash12(vec2 p)
|
||||
{
|
||||
uvec2 q = uvec2(ivec2(p)) * uvec2(1597334673U, 3812015801U);
|
||||
uint n = (q.x ^ q.y) * 1597334673U;
|
||||
return float(n) * (1. / float(0xffffffffU));
|
||||
}
|
||||
|
||||
mat3 rotZ(float a)
|
||||
{
|
||||
return mat3(cos(a), -sin(a), 0.,
|
||||
sin(a), cos(a), 0.,
|
||||
0., 0., 1.);
|
||||
}
|
||||
|
||||
vec3 rotateAround(vec3 v, vec3 k, float theta)
|
||||
{
|
||||
return v * cos(theta) + cross(k, v) * sin(theta) + k * dot(k, v) * (1. - cos(theta));
|
||||
}
|
||||
|
||||
mat3 getCameraMatrix(vec3 origin, vec3 target)
|
||||
{
|
||||
vec3 lookAt = normalize(target - origin);
|
||||
vec3 right = normalize(cross(lookAt, vec3(0., 1., 0.)));
|
||||
vec3 up = normalize(cross(right, lookAt));
|
||||
return mat3(right, up, lookAt);
|
||||
}
|
||||
|
||||
Ray getCameraRay(vec2 uv)
|
||||
{
|
||||
vec3 origin = CAMERA_POS;
|
||||
vec3 target = vec3(0., 1., 0.);
|
||||
mat3 camera = getCameraMatrix(origin, target);
|
||||
vec3 direction = normalize(camera * vec3(uv, 2.5));
|
||||
return Ray(origin, direction);
|
||||
}
|
||||
|
||||
void initRect(out Rect rect, float t)
|
||||
{
|
||||
rect.up = vec3(0., 0., 1.);
|
||||
rect.right = vec3(1., 0., 0.);
|
||||
rect.front = normalize(cross(rect.right, rect.up));
|
||||
vec2 widthScale = vec2(cos(t), sin(t)) * .25 + .75;
|
||||
rect.halfSize = vec2(2.5, 1.5) * widthScale;
|
||||
|
||||
rect.center = vec3(0., 6., sin(t) * 4. - 1.5);
|
||||
|
||||
rect.side1 = rect.center + rect.halfSize.x * rect.right + rect.halfSize.y * rect.up;
|
||||
rect.side2 = rect.center - rect.halfSize.x * rect.right + rect.halfSize.y * rect.up;
|
||||
rect.side3 = rect.center - rect.halfSize.x * rect.right - rect.halfSize.y * rect.up;
|
||||
rect.side4 = rect.center + rect.halfSize.x * rect.right - rect.halfSize.y * rect.up;
|
||||
}
|
||||
|
||||
|
||||
// Based on the technique in EA's frostbite engine
|
||||
float rectSolidAngle(vec3 p, vec3 v0, vec3 v1, vec3 v2, vec3 v3)
|
||||
{
|
||||
vec3 n0 = normalize(cross(v0, v1));
|
||||
vec3 n1 = normalize(cross(v1, v2));
|
||||
vec3 n2 = normalize(cross(v2, v3));
|
||||
vec3 n3 = normalize(cross(v3, v0));
|
||||
|
||||
float g0 = acos(dot(-n0, n1));
|
||||
float g1 = acos(dot(-n1, n2));
|
||||
float g2 = acos(dot(-n2, n3));
|
||||
float g3 = acos(dot(-n3, n0));
|
||||
|
||||
return g0 + g1 + g2 + g3 - 2. * PI;
|
||||
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() {
|
||||
@ -139,556 +21,321 @@ vec2 getUV() {
|
||||
return gl_FragCoord.xy * scale - 1.0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creative Commons CC0 1.0 Universal (CC-0)
|
||||
*
|
||||
* My implementation of 3 types of area light sources (sphere, line, and rectangle). Based on most
|
||||
* representative point techniques by Brian Karis (Epic) and S<>bastien Lagarde (Unity). The general
|
||||
* idea is to calculate the location of a point light on the surface of the light source and use that
|
||||
* point as the light direction to calculate the diffuse and specular components of the area light.
|
||||
*
|
||||
* https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
|
||||
* https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
||||
*
|
||||
*/
|
||||
|
||||
vec3 lineStart, lineEnd;
|
||||
Rect rect;
|
||||
|
||||
vec2 sdUnion(vec2 a, vec2 b)
|
||||
{
|
||||
return a.x < b.x ? a : b;
|
||||
mat2 rot2D(float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
float sdPlane(vec3 pos, float height)
|
||||
{
|
||||
float plane = pos.y - height;
|
||||
|
||||
return plane;
|
||||
float noise(in vec2 xy, in float seed) {
|
||||
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
|
||||
}
|
||||
|
||||
float sdPlaneNoDisplacement(vec3 pos, float height)
|
||||
{
|
||||
return pos.y - height;
|
||||
/////////////////
|
||||
// GEOMETRY //
|
||||
/////////////////
|
||||
|
||||
float fHexagonCircumcircle(vec3 p, vec2 h) {
|
||||
vec3 q = abs(p);
|
||||
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
|
||||
}
|
||||
|
||||
float sdSphere(vec3 position, vec3 center, float radius)
|
||||
{
|
||||
return length(position - center) - radius;
|
||||
// Return local coordinates inside hex AND axial ID
|
||||
struct HexData {
|
||||
vec3 local; // Local position inside hex
|
||||
vec2 axial; // Axial ID (q, r)
|
||||
};
|
||||
|
||||
HexData hexTile(vec3 p, float radius) {
|
||||
float q = (sqrt(3.0) / 3.0 * p.x - 1.0 / 3.0 * p.z) / radius;
|
||||
float r = (2.0 / 3.0 * p.z) / radius;
|
||||
|
||||
float rq = round(q);
|
||||
float rr = round(r);
|
||||
float rs = round(-q - r);
|
||||
|
||||
float dq = abs(rq - q);
|
||||
float dr = abs(rr - r);
|
||||
float ds = abs(rs + q + r);
|
||||
|
||||
if(dq > dr && dq > ds)
|
||||
rq = -rr - rs;
|
||||
else if(dr > ds)
|
||||
rr = -rq - rs;
|
||||
|
||||
float hx = radius * sqrt(3.0) * (rq + rr * 0.5);
|
||||
float hz = radius * 1.5 * rr;
|
||||
|
||||
HexData outData;
|
||||
outData.local = p - vec3(hx, 0.0, hz);
|
||||
outData.axial = vec2(rq, rr); // Hex ID
|
||||
return outData;
|
||||
}
|
||||
|
||||
float sdCapsule(vec3 position, vec3 start, vec3 end, float radius)
|
||||
{
|
||||
vec3 pa = position - start, ba = end - start;
|
||||
float h = saturate(dot(pa, ba) / dot(ba, ba));
|
||||
return length(pa - ba * h) - radius;
|
||||
float hexDistance(vec2 axial) {
|
||||
float q = axial.x;
|
||||
float r = axial.y;
|
||||
float s = -q - r;
|
||||
return max(abs(q), max(abs(r), abs(s)));
|
||||
}
|
||||
|
||||
float sdRect(vec3 p, vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
vec3 ba = b - a; vec3 pa = p - a;
|
||||
vec3 cb = c - b; vec3 pb = p - b;
|
||||
vec3 dc = d - c; vec3 pc = p - c;
|
||||
vec3 ad = a - d; vec3 pd = p - d;
|
||||
vec3 nor = cross(ba, ad);
|
||||
|
||||
return sqrt(
|
||||
(sign(dot(cross(ba, nor), pa)) +
|
||||
sign(dot(cross(cb, nor), pb)) +
|
||||
sign(dot(cross(dc, nor), pc)) +
|
||||
sign(dot(cross(ad, nor), pd)) < 3.)
|
||||
|
||||
?
|
||||
|
||||
min(min(min(
|
||||
dot2(ba * clamp(dot(ba, pa) / dot2(ba), 0., 1.) - pa),
|
||||
dot2(cb * clamp(dot(cb, pb) / dot2(cb), 0., 1.) - pb)),
|
||||
dot2(dc * clamp(dot(dc, pc) / dot2(dc), 0., 1.) - pc)),
|
||||
dot2(ad * clamp(dot(ad, pd) / dot2(ad), 0., 1.) - pd))
|
||||
|
||||
:
|
||||
|
||||
dot(nor, pa) * dot(nor, pa) / dot2(nor)
|
||||
);
|
||||
float sdSphere(vec3 p, float r) {
|
||||
return length(p) - r;
|
||||
}
|
||||
|
||||
vec2 sdScene(vec3 pos)
|
||||
{
|
||||
vec2 result = sdUnion(vec2(sdPlaneNoDisplacement(pos, -.75), 3.),
|
||||
vec2(sdSphere(pos, vec3(-4.5, .75, 0.), 1.5), 1.05));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(-1.5, .75,0.), 1.5), 1.25));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(1.5, .75, 0.), 1.5), 1.45));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(4.5, .75, 0.), 1.5), 1.65));
|
||||
float hexPylon(vec3 p, vec2 h) {
|
||||
//vec3 p = vec3(p.x, p.z, p2.y);
|
||||
vec3 b = vec3(h.x, h.y, h.x);
|
||||
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, SPHERE_LIGHT_POS, SPHERE_LIGHT_RADIUS),
|
||||
0.));
|
||||
|
||||
result = sdUnion(result, vec2(sdCapsule(pos, lineStart, lineEnd,
|
||||
LINE_LIGHT_RADIUS), 0.));
|
||||
|
||||
result = sdUnion(result, vec2(sdRect(pos, rect.side1, rect.side2, rect.side3, rect.side4), 0.));
|
||||
|
||||
|
||||
return result;
|
||||
// Hexagon.
|
||||
p.xz = abs(p.xz);
|
||||
p.xz = vec2(p.x * .866025 + p.z * .5, p.z);
|
||||
// The ".015" is a subtle rounding factor. Zero gives sharp edges,
|
||||
// and larger numbers give a more rounded look.
|
||||
return length(max(abs(p) - b + .15, 0.)) - .15;
|
||||
}
|
||||
|
||||
vec2 sdSceneNormal(vec3 pos)
|
||||
{
|
||||
vec2 result = sdUnion(vec2(sdPlane(pos, -.75), 3.),
|
||||
vec2(sdSphere(pos, vec3(-4.5, .75, 0.), 1.5), 1.05));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(-1.5, .75, 0.), 1.5), 1.25));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(1.5, .75, 0.), 1.5), 1.45));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(4.5, .75, 0.), 1.5), 1.65));
|
||||
|
||||
return result;
|
||||
//////////////
|
||||
// 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;
|
||||
}
|
||||
|
||||
vec2 sdSceneNoLights(vec3 pos)
|
||||
{
|
||||
vec2 result = sdUnion(vec2(sdPlaneNoDisplacement(pos, -.75), 3.),
|
||||
vec2(sdSphere(pos, vec3(-4.5, .75, 0.), 1.5), 1.05));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(-1.5, .75, 0.), 1.5), 1.25));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(1.5, .75, 0.), 1.5), 1.45));
|
||||
|
||||
result = sdUnion(result, vec2(sdSphere(pos, vec3(4.5, .75, 0.), 1.5), 1.65));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 calculateNormal(vec3 pos)
|
||||
{
|
||||
vec2 eps = vec2(EPS, 0.);
|
||||
return normalize(vec3(sdSceneNormal(pos + eps.xyy).x,
|
||||
sdSceneNormal(pos + eps.yxy).x,
|
||||
sdSceneNormal(pos + eps.yyx).x)
|
||||
- sdSceneNormal(pos).x);
|
||||
}
|
||||
|
||||
vec2 rayMarch(Ray ray)
|
||||
{
|
||||
float dist = 0.;
|
||||
vec2 result = vec2(-1.);
|
||||
for(int i = 0; i < 128; ++i)
|
||||
{
|
||||
result = sdScene(ray.origin + ray.direction * dist);
|
||||
if (result.x < EPS * dist || dist >= CAMERA_FAR) break;
|
||||
dist += result.x;
|
||||
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.));
|
||||
}
|
||||
|
||||
if (dist >= CAMERA_FAR) result.y = -1.;
|
||||
return vec2(dist, result.y);
|
||||
return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
|
||||
}
|
||||
|
||||
vec2 rayMarchNoLights(Ray ray)
|
||||
{
|
||||
float dist = 0.;
|
||||
vec2 result = vec2(-1.);
|
||||
for(int i = 0; i < 64; ++i)
|
||||
{
|
||||
result = sdSceneNoLights(ray.origin + ray.direction * dist);
|
||||
if (result.x < EPS * dist || dist >= CAMERA_FAR) break;
|
||||
dist += result.x;
|
||||
}
|
||||
vec2 mapScene(in vec3 p) {
|
||||
|
||||
if (dist >= CAMERA_FAR) result.y = -1.;
|
||||
return vec2(dist, result.y);
|
||||
float res = p.y;
|
||||
float mat = 0.;
|
||||
|
||||
float hexRadius = 0.83;
|
||||
vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
|
||||
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 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;
|
||||
// r.yz *= rot2D(PI * 0.5);
|
||||
r.xz *= rot2D(0.5);
|
||||
|
||||
//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
|
||||
float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight));
|
||||
|
||||
res = (d1 < res) ? d1 : res;
|
||||
|
||||
return vec2(res, mat);
|
||||
}
|
||||
#if 1
|
||||
float softShadow(Ray ray)
|
||||
{
|
||||
float shadow = 1., dist = 0.;
|
||||
for (int i = 0; i < 64; ++i)
|
||||
{
|
||||
vec2 result = sdSceneNoLights(ray.origin + ray.direction * dist);
|
||||
if (result.y > 0.)
|
||||
{
|
||||
// iq's soft shadow hack
|
||||
shadow = min(shadow, .5 + .5 * result.x / (.125 * dist));
|
||||
if (shadow < 0.) break;
|
||||
dist += clamp(result.x, .005, .5);
|
||||
}
|
||||
}
|
||||
return smoothstep(0., 1., max(shadow, 0.));
|
||||
}
|
||||
#else
|
||||
float softShadow(Ray ray)
|
||||
{
|
||||
|
||||
////////////////
|
||||
// RAYCAST //
|
||||
////////////////
|
||||
|
||||
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
float mat = 0.;
|
||||
float hit = 0.;
|
||||
float t = 0.;
|
||||
for(int i = 0; i < 64; ++i)
|
||||
{
|
||||
float h = sdSceneNoLights(ray.origin + ray.direction * t).x;
|
||||
if (h < EPS)
|
||||
return 0.0;
|
||||
t += h;
|
||||
vec2 res;
|
||||
|
||||
// Raymarching
|
||||
for(int i = 0; i < 20; i++) {
|
||||
pos = ro + rd * t;
|
||||
res = mapScene(pos); // Get distance to objects, x = dist, y = material
|
||||
mat = res.y;
|
||||
t += res.x; // "march" the ray
|
||||
|
||||
// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
|
||||
if(abs(res.x) < 0.0001) {
|
||||
hit = 1.;
|
||||
break;
|
||||
}
|
||||
if(t > 200)
|
||||
break;
|
||||
|
||||
}
|
||||
return 1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
float normalDistributionGGXSphere(float NdotH, float alpha, float alphaPrime)
|
||||
{
|
||||
float alpha2 = alpha * alpha;
|
||||
float alphaPrime2 = alphaPrime * alphaPrime;
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
|
||||
return
|
||||
(alpha2 * alphaPrime2)
|
||||
/ /*----------------------------------------*/
|
||||
pow(NdotH2 * (alpha2 - 1.) + 1., 2.);
|
||||
return vec3(t, mat, hit);
|
||||
}
|
||||
|
||||
float normalDistributionGGXLine(float NdotH, float alpha, float alphaPrime)
|
||||
{
|
||||
float alpha2 = alpha * alpha;
|
||||
float alphaPrime2 = alphaPrime * alphaPrime;
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
|
||||
return
|
||||
(alpha2 * alphaPrime)
|
||||
/ /*----------------------------------------*/
|
||||
pow(NdotH2 * (alpha2 - 1.) + 1., 2.);
|
||||
////////////////
|
||||
// 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);
|
||||
}
|
||||
|
||||
float normalDistributionGGXRect(float NdotH, float alpha, float alphaPrime)
|
||||
{
|
||||
float alpha2 = alpha * alpha;
|
||||
float alpha4 = alpha2 * alpha2;
|
||||
float alphaPrime3 = alphaPrime * alphaPrime * alphaPrime;
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
|
||||
return
|
||||
(alpha2 * alphaPrime3)
|
||||
/ /*-------------------------------------------------*/
|
||||
(pow(NdotH2 * (alpha2 - 1.) + 1., 2.));
|
||||
vec3 calcNormal(vec3 pos) {
|
||||
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);
|
||||
}
|
||||
|
||||
// Schlick-Beckmann GGX approximation used for smith's method
|
||||
float geometrySchlickGGX(float NdotX, float k)
|
||||
{
|
||||
return
|
||||
NdotX
|
||||
/ /*----------------------------------------*/
|
||||
max(NdotX * (1. - k) + k, SMOL_EPS);
|
||||
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 geometrySmith(float NdotV, float NdotL, float roughness)
|
||||
{
|
||||
float roughnessplusone = roughness + 1.;
|
||||
float k = roughnessplusone * roughnessplusone / 8.;
|
||||
|
||||
return geometrySchlickGGX(NdotV, k) * geometrySchlickGGX(NdotL, k);
|
||||
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), 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);
|
||||
}
|
||||
|
||||
// Schlick's approximation for Fresnel equation
|
||||
vec3 fresnelSchlick(vec3 F0, float dotProd)
|
||||
{
|
||||
return F0 + (1. - F0) * pow(1. - dotProd, 5.);
|
||||
}
|
||||
vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
|
||||
float shininess = 0.0;
|
||||
vec3 outMaterial = vec3(0.);
|
||||
|
||||
vec3 Irradiance_SphericalHarmonics(const vec3 n) {
|
||||
// Irradiance from "Ditch River" IBL (http://www.hdrlabs.com/sibl/archive.html)
|
||||
// Generated using google filament cmgen tool
|
||||
return max(
|
||||
vec3( .754554516862612, .748542953903366, .790921515418539)
|
||||
+ vec3(-.083856548007422, .092533500963210, .322764661032516) * (n.y)
|
||||
+ vec3( .308152705331738, .366796330467391, .466698181299906) * (n.z)
|
||||
+ vec3(-.188884931542396, -.277402551592231, -.377844212327557) * (n.x)
|
||||
, 0.0);
|
||||
}
|
||||
|
||||
vec2 PrefilteredDFG_Karis(float roughness, float NoV) {
|
||||
// Karis 2014, "Physically Based Material on Mobile"
|
||||
// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
|
||||
const vec4 c0 = vec4(-1., -.0275, -.572, .022);
|
||||
const vec4 c1 = vec4( 1., .0425, 1.040, -.040);
|
||||
|
||||
vec4 r = roughness * c0 + c1;
|
||||
float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
|
||||
|
||||
return vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
}
|
||||
|
||||
vec4 sphereLight(vec3 p, vec3 n, vec3 v, vec3 r, vec3 f0, float NdotV, float roughness,
|
||||
float metalness, out vec3 fresnel, out float attenuation)
|
||||
{
|
||||
vec3 L = (SPHERE_LIGHT_POS - p);
|
||||
vec3 centerToRay = dot(L, r) * r - L;
|
||||
vec3 closestPoint = L + centerToRay * saturate(SPHERE_LIGHT_RADIUS
|
||||
/ length(centerToRay));
|
||||
vec3 l = normalize(closestPoint);
|
||||
vec3 h = normalize(v + l);
|
||||
float lightDist = length(closestPoint);
|
||||
|
||||
float NdotL = max(dot(n, l), 0.);
|
||||
float NdotH = max(dot(n, h), 0.);
|
||||
float VdotH = max(dot(h, v), 0.);
|
||||
|
||||
attenuation = pow(saturate(1. - pow(lightDist / SPHERE_LIGHT_VOLUME_RADIUS, 4.)), 2.)
|
||||
/ (lightDist * lightDist + 1.);
|
||||
|
||||
attenuation *= softShadow(Ray(p + n * EPS, l));
|
||||
|
||||
float alpha = roughness * roughness;
|
||||
float alphaPrime = saturate(alpha + (SPHERE_LIGHT_RADIUS / (2. * lightDist)));
|
||||
|
||||
fresnel = fresnelSchlick(f0, VdotH);
|
||||
vec3 specular = normalDistributionGGXSphere(NdotH, alpha, alphaPrime)
|
||||
* geometrySmith(NdotV, NdotL, roughness)
|
||||
* fresnel;
|
||||
|
||||
return vec4(specular, NdotL);
|
||||
}
|
||||
|
||||
vec4 lineLight(vec3 p, vec3 n, vec3 v, vec3 r, vec3 f0, float NdotV, float roughness,
|
||||
float metalness, out vec3 fresnel, out float attenuation)
|
||||
{
|
||||
vec4 result = vec4(0.);
|
||||
vec3 l0 = lineStart - p, l1 = lineEnd - p;
|
||||
float lengthL0 = length(l0), lengthL1 = length(l1);
|
||||
float NdotL0 = dot(n, l0) / (2. * lengthL0);
|
||||
float NdotL1 = dot(n, l1) / (2. * lengthL1);
|
||||
result.w = (2. * saturate(NdotL0 + NdotL1)) /
|
||||
(lengthL0 * lengthL1 + dot(l0, l1) + 2.); // NdotL
|
||||
|
||||
vec3 ld = l1 - l0;
|
||||
float RdotL0 = dot(r, l0);
|
||||
float RdotLd = dot(r, ld);
|
||||
float L0dotLd = dot(l0, ld);
|
||||
float distLd = length(ld);
|
||||
|
||||
float t = (RdotL0 * RdotLd - L0dotLd ) / (distLd * distLd - RdotLd * RdotLd);
|
||||
|
||||
// point on the line
|
||||
vec3 closestPoint = l0 + ld * saturate(t);
|
||||
// point on the tube based on its radius
|
||||
vec3 centerToRay = dot(closestPoint, r) * r - closestPoint;
|
||||
closestPoint = closestPoint + centerToRay * saturate(LINE_LIGHT_RADIUS
|
||||
/ length(centerToRay));
|
||||
vec3 l = normalize(closestPoint);
|
||||
vec3 h = normalize(v + l);
|
||||
float lightDist = length(closestPoint);
|
||||
|
||||
float NdotH = max(dot(n, h), 0.);
|
||||
float VdotH = dot(h, v);
|
||||
|
||||
float denom = lightDist / LINE_LIGHT_VOLUME_RADIUS;
|
||||
attenuation = 1. / (denom * denom + 1.);
|
||||
|
||||
attenuation *= softShadow(Ray(p + n * EPS, normalize(l0 + ld * .5)));
|
||||
|
||||
float alpha = roughness * roughness;
|
||||
float alphaPrime = saturate(alpha + (LINE_LIGHT_RADIUS / (2. * lightDist)));
|
||||
|
||||
fresnel = fresnelSchlick(f0, VdotH);
|
||||
result.xyz = normalDistributionGGXLine(NdotH, alpha, alphaPrime)
|
||||
* geometrySmith(NdotV, result.w, roughness)
|
||||
* fresnel;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 rayPlaneIntersect(Ray ray)
|
||||
{
|
||||
return ray.origin + ray.direction * (dot(rect.front, rect.center - ray.origin)
|
||||
/ dot(rect.front, ray.direction));
|
||||
}
|
||||
|
||||
vec4 rectLight(vec3 p, vec3 n, vec3 v, vec3 r, vec3 f0, float NdotV, float roughness,
|
||||
float metalness, out vec3 fresnel, out float attenuation)
|
||||
{
|
||||
vec4 result = vec4(0.);
|
||||
|
||||
// facing side check
|
||||
float windingCheck = dot(cross(rect.right, rect.up), rect.center - p);
|
||||
if (windingCheck > 0.)
|
||||
return result;
|
||||
|
||||
vec3 v0 = rect.side1 - p;
|
||||
vec3 v1 = rect.side2 - p;
|
||||
vec3 v2 = rect.side3 - p;
|
||||
vec3 v3 = rect.side4 - p;
|
||||
|
||||
float solidAngle = rectSolidAngle(p, v0, v1, v2, v3);
|
||||
|
||||
// diffuse
|
||||
result.w = solidAngle * .2 * (
|
||||
saturate(dot(normalize(v0), n)) +
|
||||
saturate(dot(normalize(v1), n)) +
|
||||
saturate(dot(normalize(v2), n)) +
|
||||
saturate(dot(normalize(v3), n)) +
|
||||
saturate(dot(normalize(rect.center - p), n)));
|
||||
|
||||
attenuation = softShadow(Ray(p + n * EPS, normalize(rect.center)));
|
||||
|
||||
// specular
|
||||
Ray rectRay = Ray(p, r);
|
||||
vec3 planePointCenter = rayPlaneIntersect(rectRay) - rect.center;
|
||||
// project point on the plane on which the rectangle lies
|
||||
vec2 planePointProj = vec2(dot(planePointCenter, rect.right),
|
||||
dot(planePointCenter, rect.up));
|
||||
// translate the point to the top-right quadrant of the rectangle, project it on
|
||||
// the rectangle or its edge and translate back using sign of the original point.
|
||||
vec2 c = min(abs(planePointProj), rect.halfSize) * sign(planePointProj);
|
||||
vec3 L = rect.center + rect.right * c.x + rect.up * c.y - p;
|
||||
|
||||
vec3 l = normalize(L);
|
||||
vec3 h = normalize(v + l);
|
||||
float lightDist = length(L);
|
||||
|
||||
float NdotH = max(dot(n, h), 0.);
|
||||
float VdotH = dot(h, v);
|
||||
|
||||
float alpha = roughness * roughness;
|
||||
float alphaPrime = saturate(alpha + (RECT_LIGHT_RADIUS / (2. * lightDist)));
|
||||
|
||||
fresnel = fresnelSchlick(f0, VdotH);
|
||||
result.xyz = normalDistributionGGXRect(NdotH, alpha, alphaPrime)
|
||||
* geometrySmith(NdotV, result.w, roughness)
|
||||
* fresnel;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 renderScene(Ray ray)
|
||||
{
|
||||
// update line light position & rotation
|
||||
//float t = iTime * .25;
|
||||
vec3 lineRotation = vec3(2., 0., 0.) * rotZ(T);
|
||||
vec3 linePosition = vec3(6. * sin(T), 3., 5.);
|
||||
lineStart = linePosition - lineRotation;
|
||||
lineEnd = linePosition + lineRotation;
|
||||
|
||||
initRect(rect, T);
|
||||
|
||||
vec3 col = vec3(0.);
|
||||
vec2 marchResult = rayMarch(ray);
|
||||
vec3 position = ray.origin + ray.direction * marchResult.x;
|
||||
vec3 normal = calculateNormal(position);
|
||||
vec3 viewDirection = -ray.direction;
|
||||
vec3 reflectDirection = reflect(ray.direction, normal);
|
||||
|
||||
float NdotV = max(dot(normal, viewDirection), 0.);
|
||||
|
||||
vec3 albedo = SPHERE_ALBEDO;
|
||||
|
||||
float roughness = fract(marchResult.y), metalness = .88;
|
||||
vec3 reflectance = SILVER_F0;
|
||||
|
||||
if (marchResult.y > -1.)
|
||||
{
|
||||
if (marchResult.y > 2.)
|
||||
{
|
||||
// albedo = pow(textureLod(iChannel0, position.xz * .18, 0.).rgb, vec3(2.2));
|
||||
albedo = vec3(0.31, 0.62, 0.47);
|
||||
|
||||
roughness = max(0.05, albedo.r * .5);
|
||||
|
||||
//roughness = .05;
|
||||
|
||||
metalness = .05;
|
||||
reflectance = PLASTIC_F0;
|
||||
if(material == 0.) {
|
||||
outMaterial = palette(p.y * 0.1);
|
||||
if(syncs[0] > 5.) {
|
||||
outMaterial = vec3(0.5);
|
||||
}
|
||||
else if (marchResult.y < .5)
|
||||
return LIGHT_COLOR * RECT_LIGHT_INTENSITY;
|
||||
|
||||
vec3 F0 = mix(reflectance, albedo, metalness);
|
||||
|
||||
vec3 sphereLightFresnel = vec3(0.);
|
||||
float sphereLightAttenuation = 1.;
|
||||
vec4 sphereLightDiffSpec = sphereLight(position, normal, viewDirection,
|
||||
reflectDirection, F0, NdotV, roughness, metalness, sphereLightFresnel,
|
||||
sphereLightAttenuation);
|
||||
vec3 sphereLightKd = 1. - sphereLightFresnel;
|
||||
sphereLightKd *= 1. - metalness;
|
||||
outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
|
||||
shininess = 0.6;
|
||||
}
|
||||
|
||||
vec3 lineLightFresnel = vec3(0.);
|
||||
float lineLightAttenuation = 1.;
|
||||
vec4 lineLightDiffSpec = lineLight(position, normal, viewDirection,
|
||||
reflectDirection, F0, NdotV, roughness, metalness, lineLightFresnel,
|
||||
lineLightAttenuation);
|
||||
vec3 lineLightKd = 1. - lineLightFresnel;
|
||||
lineLightKd *= 1. - metalness;
|
||||
|
||||
vec3 rectLightFresnel = vec3(0.);
|
||||
float rectLightAttenuation = 1.;
|
||||
vec4 rectLightDiffSpec = rectLight(position, normal, viewDirection,
|
||||
reflectDirection, F0, NdotV, roughness, metalness, rectLightFresnel,
|
||||
rectLightAttenuation);
|
||||
vec3 rectLightKd = 1. - rectLightFresnel;
|
||||
rectLightKd *= 1. - metalness;
|
||||
|
||||
col += (sphereLightKd * PI_INV * albedo + sphereLightDiffSpec.xyz)
|
||||
* SPHERE_LIGHT_INTENSITY * sphereLightDiffSpec.w * sphereLightAttenuation;
|
||||
|
||||
col += (lineLightKd * PI_INV * albedo + lineLightDiffSpec.xyz)
|
||||
* LINE_LIGHT_INTENSITY * lineLightDiffSpec.w * lineLightAttenuation;
|
||||
if(material == 1.) {
|
||||
outMaterial = vec3(0.5);
|
||||
shininess = 0.6;
|
||||
}
|
||||
|
||||
col += (rectLightKd * PI_INV * albedo + rectLightDiffSpec.xyz)
|
||||
* RECT_LIGHT_INTENSITY * rectLightDiffSpec.w * rectLightAttenuation;
|
||||
|
||||
col += albedo * .025; // global ambient
|
||||
|
||||
// calculate glossy reflection + ibl
|
||||
float glossiness = roughness * roughness;
|
||||
vec3 indirectSpecular = vec3(.1125, .1875, .25) + reflectDirection.y * .35;
|
||||
Ray reflectRay = Ray(position, vec3(0.));
|
||||
for (int i = 0; i < REFLECTION_STEPS; ++i)
|
||||
{
|
||||
float percentage = float(i) / float(REFLECTION_STEPS);
|
||||
vec3 delta = rotateAround(vec3(0., 1., 0.), reflectDirection,
|
||||
TWO_PI * percentage);
|
||||
reflectRay.direction = normalize(delta * glossiness + reflectDirection);
|
||||
vec2 indirectMarchResult = rayMarchNoLights(reflectRay);
|
||||
|
||||
if (floor(indirectMarchResult.y) == 3.)
|
||||
{
|
||||
vec3 indirectPosition = position + indirectMarchResult.x
|
||||
* reflectRay.direction;
|
||||
//indirectSpecular += textureLod(iChannel0, indirectPosition.xz * .18, 0.).rgb;
|
||||
indirectSpecular = vec3(0.1, 0.3, 0.2);
|
||||
}
|
||||
else if(floor(indirectMarchResult.y) == 1.)
|
||||
indirectSpecular += SPHERE_ALBEDO;
|
||||
|
||||
}
|
||||
|
||||
indirectSpecular /= float(REFLECTION_STEPS);
|
||||
|
||||
vec2 dfg = PrefilteredDFG_Karis(roughness, NdotV);
|
||||
vec3 specularColor = F0 * dfg.x + dfg.y;
|
||||
vec3 ibl = indirectSpecular * specularColor
|
||||
+ Irradiance_SphericalHarmonics(normal) * PI_INV * albedo;
|
||||
|
||||
col += ibl * .84;
|
||||
col *= LIGHT_COLOR;
|
||||
}
|
||||
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);
|
||||
|
||||
// fog
|
||||
return mix(col, vec3(.01, .006, .004), // brown-ish fog color
|
||||
clamp(1. - exp(-marchResult.x * .08), 0., 1.));
|
||||
vec3 lightDir = vec3(0., 2., 3);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 iResolution = vec2(1920,1080);
|
||||
vec3 postProcess(vec3 col) {
|
||||
// Contrast
|
||||
float contrast = 0.75;
|
||||
|
||||
// vec2 blueNoise = texelFetch(iChannel1,
|
||||
// (iFrame * ivec2(113, 127)) & 63, 0).rg;
|
||||
vec2 uv = (2. * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
|
||||
//vec2 st = fragCoord / iResolution.xy;
|
||||
|
||||
Ray ray = getCameraRay(uv);
|
||||
|
||||
vec3 col = renderScene(ray);
|
||||
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
|
||||
|
||||
o = vec4(col, 1.);
|
||||
// Colour mapping
|
||||
// col *= vec3(1.0, 1.0, 1.0);
|
||||
|
||||
// Gamma
|
||||
col = pow(col, vec3(0.4545)); // gamma 2.2
|
||||
|
||||
// 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 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;
|
||||
}
|
||||
|
||||
vec3 render(vec2 uv) {
|
||||
vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0);
|
||||
vec3 camTarget = vec3(0.0, 0.0, 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(syncs[0] * .075); // color change
|
||||
float bGlowDistance = 0.3;
|
||||
vec3 p = camPos + t.x * rayDir;
|
||||
|
||||
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
|
||||
col += bGlowLevel;
|
||||
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
|
||||
|
||||
// distance fog + bass thunder
|
||||
float fogAmount = 0.01;
|
||||
col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount));
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 finalColor = render(getUV());
|
||||
finalColor = postProcess(finalColor);
|
||||
o = vec4(finalColor, 1.);
|
||||
}
|
||||
@ -1,336 +0,0 @@
|
||||
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
|
||||
#ifndef FRAGMENT_INL_
|
||||
# define FRAGMENT_INL_
|
||||
# define VAR_fft_output "f"
|
||||
# define VAR_o "v"
|
||||
# define VAR_syncs "n"
|
||||
|
||||
const char *fragment_frag =
|
||||
"#version 460\n"
|
||||
"precision mediump float;"
|
||||
"out vec4 v;"
|
||||
"layout(location=0)uniform float n[7];"
|
||||
"layout(location=8)uniform float f[512];"
|
||||
"float m=n[0];\n"
|
||||
"#define saturate(x)clamp(x,0.,1.)\n"
|
||||
"#define dot2(x)dot(x,x)\n"
|
||||
"float d=m*.25,s=sin(d)*.5+.7;"
|
||||
"vec3 e=vec3(9.*cos(d),6.*abs(sin(d))/-.75+s,1);"
|
||||
"float c=sin(d)*.075+.125;"
|
||||
"vec3 x=vec3(1,.6,.3),o=vec3(.2,.01,.6),p=vec3(.95,.93,.88),l=vec3(.05),r=vec3(0,9,21);"
|
||||
"struct Ray{vec3 origin,direction;};"
|
||||
"struct Rect{vec3 center,side1,side2,side3,side4;vec3 up,right,front;vec2 halfSize;};"
|
||||
"mat3 t()"
|
||||
"{"
|
||||
"float v=d;"
|
||||
"return mat3(cos(v),-sin(v),0.,sin(v),cos(v),0.,0.,0.,1.);"
|
||||
"}"
|
||||
"vec3 t(vec3 v,float d)"
|
||||
"{"
|
||||
"vec3 f=vec3(0,1,0);"
|
||||
"return f*cos(d)+cross(v,f)*sin(d)+v*dot(v,f)*(1.-cos(d));"
|
||||
"}"
|
||||
"mat3 t(vec3 v)"
|
||||
"{"
|
||||
"v=normalize(vec3(0,1,0)-v);"
|
||||
"vec3 d=normalize(cross(v,vec3(0,1,0)));"
|
||||
"return mat3(d,normalize(cross(d,v)),v);"
|
||||
"}"
|
||||
"Ray t(vec2 v)"
|
||||
"{"
|
||||
"vec3 d=r;"
|
||||
"return Ray(d,normalize(t(d)*vec3(v,2.5)));"
|
||||
"}"
|
||||
"void t(out Rect v)"
|
||||
"{"
|
||||
"float f=d;"
|
||||
"v.up=vec3(0,0,1);"
|
||||
"v.right=vec3(1,0,0);"
|
||||
"v.front=normalize(cross(v.right,v.up));"
|
||||
"v.halfSize=vec2(2.5,1.5)*(vec2(cos(f),sin(f))*.25+.75);"
|
||||
"v.center=vec3(0,6,sin(f)*4.-1.5);"
|
||||
"v.side1=v.center+v.halfSize.x*v.right+v.halfSize.y*v.up;"
|
||||
"v.side2=v.center-v.halfSize.x*v.right+v.halfSize.y*v.up;"
|
||||
"v.side3=v.center-v.halfSize.x*v.right-v.halfSize.y*v.up;"
|
||||
"v.side4=v.center+v.halfSize.x*v.right-v.halfSize.y*v.up;"
|
||||
"}"
|
||||
"float t(vec3 v,vec3 d,vec3 f,vec3 i,vec3 c)"
|
||||
"{"
|
||||
"v=normalize(cross(d,f));"
|
||||
"f=normalize(cross(f,i));"
|
||||
"i=normalize(cross(i,c));"
|
||||
"d=normalize(cross(c,d));"
|
||||
"return acos(dot(-v,f))+acos(dot(-f,i))+acos(dot(-i,d))+acos(dot(-d,v))-2.*acos(-1.);"
|
||||
"}"
|
||||
"vec3 R,y;"
|
||||
"Rect i;"
|
||||
"vec2 t(vec2 v,vec2 i)"
|
||||
"{"
|
||||
"return v.x<i.x?"
|
||||
"v:"
|
||||
"i;"
|
||||
"}"
|
||||
"float h(vec3 v)"
|
||||
"{"
|
||||
"return v.y+.75;"
|
||||
"}"
|
||||
"float h(vec3 v,vec3 d,float f)"
|
||||
"{"
|
||||
"return length(v-d)-f;"
|
||||
"}"
|
||||
"float h(vec3 v,vec3 d,vec3 f)"
|
||||
"{"
|
||||
"v-=d;"
|
||||
"d=f-d;"
|
||||
"float y=saturate(dot(v,d)/dot(d,d));"
|
||||
"return length(v-d*y)-c;"
|
||||
"}"
|
||||
"float h(vec3 v,vec3 f,vec3 d,vec3 i,vec3 y)"
|
||||
"{"
|
||||
"vec3 x=d-f,s=v-f,c=i-d,n=v-d,R=y-i;"
|
||||
"i=v-i;"
|
||||
"d=f-y;"
|
||||
"f=v-y;"
|
||||
"v=cross(x,d);"
|
||||
"return sqrt(sign(dot(cross(x,v),s))+sign(dot(cross(c,v),n))+sign(dot(cross(R,v),i))+sign(dot(cross(d,v),f))<3.?"
|
||||
"min(min(min(dot2(x*clamp(dot(x,s)/dot2(x),0.,1.)-s),dot2(c*clamp(dot(c,n)/dot2(c),0.,1.)-n)),dot2(R*clamp(dot(R,i)/dot2(R),0.,1.)-i)),dot2(d*clamp(dot(d,f)/dot2(d),0.,1.)-f)):"
|
||||
"dot(v,s)*dot(v,s)/dot2(v));"
|
||||
"}"
|
||||
"vec2 w(vec3 v)"
|
||||
"{"
|
||||
"vec2 d=t(t(t(t(t(vec2(h(v),3),vec2(h(v,vec3(-4.5,.75,0),1.5),1.05)),vec2(h(v,vec3(-1.5,.75,0),1.5),1.25)),vec2(h(v,vec3(1.5,.75,0),1.5),1.45)),vec2(h(v,vec3(4.5,.75,0),1.5),1.65)),vec2(h(v,e,s),0));"
|
||||
"d=t(d,vec2(h(v,R,y),0));"
|
||||
"return t(d,vec2(h(v,i.side1,i.side2,i.side3,i.side4),0));"
|
||||
"}"
|
||||
"vec2 a(vec3 v)"
|
||||
"{"
|
||||
"return t(t(t(t(vec2(v.y+.75,3),vec2(h(v,vec3(-4.5,.75,0),1.5),1.05)),vec2(h(v,vec3(-1.5,.75,0),1.5),1.25)),vec2(h(v,vec3(1.5,.75,0),1.5),1.45)),vec2(h(v,vec3(4.5,.75,0),1.5),1.65));"
|
||||
"}"
|
||||
"vec2 u(vec3 v)"
|
||||
"{"
|
||||
"return t(t(t(t(vec2(h(v),3),vec2(h(v,vec3(-4.5,.75,0),1.5),1.05)),vec2(h(v,vec3(-1.5,.75,0),1.5),1.25)),vec2(h(v,vec3(1.5,.75,0),1.5),1.45)),vec2(h(v,vec3(4.5,.75,0),1.5),1.65));"
|
||||
"}"
|
||||
"vec3 C(vec3 v)"
|
||||
"{"
|
||||
"vec2 i=vec2(2e-4,0);"
|
||||
"return normalize(vec3(a(v+i.xyy).x,a(v+i.yxy).x,a(v+i.yyx))-a(v).x);"
|
||||
"}"
|
||||
"vec2 C(Ray v)"
|
||||
"{"
|
||||
"float d=0.;"
|
||||
"vec2 f=vec2(-1);"
|
||||
"for(int i=0;i<128;++i)"
|
||||
"{"
|
||||
"f=w(v.origin+v.direction*d);"
|
||||
"if(f.x<2e-4*d||d>=1e2)"
|
||||
"break;"
|
||||
"d+=f.x;"
|
||||
"}"
|
||||
"if(d>=1e2)"
|
||||
"f.y=-1.;"
|
||||
"return vec2(d,f.y);"
|
||||
"}"
|
||||
"vec2 a(Ray v)"
|
||||
"{"
|
||||
"float d=0.;"
|
||||
"vec2 f=vec2(-1);"
|
||||
"for(int i=0;i<64;++i)"
|
||||
"{"
|
||||
"f=u(v.origin+v.direction*d);"
|
||||
"if(f.x<2e-4*d||d>=1e2)"
|
||||
"break;"
|
||||
"d+=f.x;"
|
||||
"}"
|
||||
"if(d>=1e2)"
|
||||
"f.y=-1.;"
|
||||
"return vec2(d,f.y);"
|
||||
"}\n"
|
||||
"#if 1\n"
|
||||
"float h(Ray v)"
|
||||
"{"
|
||||
"float d=1.,f=0.;"
|
||||
"for(int i=0;i<64;++i)"
|
||||
"{"
|
||||
"vec2 c=u(v.origin+v.direction*f);"
|
||||
"if(c.y>0.)"
|
||||
"{"
|
||||
"d=min(d,.5+.5*c.x/(.125*f));"
|
||||
"if(d<0.)"
|
||||
"break;"
|
||||
"f+=clamp(c.x,.005,.5);"
|
||||
"}"
|
||||
"}"
|
||||
"return smoothstep(0.,1.,max(d,0.));"
|
||||
"}\n"
|
||||
"#else\n"
|
||||
"float h(Ray v)"
|
||||
"{"
|
||||
"float f=0.;"
|
||||
"for(int d=0;d<64;++d)"
|
||||
"{"
|
||||
"float i=u(v.origin+v.direction*f).x;"
|
||||
"if(i<2e-4)"
|
||||
"return 0.;"
|
||||
"f+=i;"
|
||||
"}"
|
||||
"return 1.;"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
"float C(float v,float d,float f)"
|
||||
"{"
|
||||
"d*=d;"
|
||||
"return f*f*d/pow(v*v*(d-1.)+1.,2.);"
|
||||
"}"
|
||||
"float a(float v,float d,float f)"
|
||||
"{"
|
||||
"d*=d;"
|
||||
"return d*f/pow(v*v*(d-1.)+1.,2.);"
|
||||
"}"
|
||||
"float h(float v,float d,float f)"
|
||||
"{"
|
||||
"d*=d;"
|
||||
"return f*f*f*d/pow(v*v*(d-1.)+1.,2.);"
|
||||
"}"
|
||||
"float C(float v,float d)"
|
||||
"{"
|
||||
"return v/max(v*(1.-d)+d,2e-7);"
|
||||
"}"
|
||||
"float t(float v,float d,float f)"
|
||||
"{"
|
||||
"f+=1.;"
|
||||
"f=f*f/8.;"
|
||||
"return C(v,f)*C(d,f);"
|
||||
"}"
|
||||
"vec3 C(vec3 v,float d)"
|
||||
"{"
|
||||
"return v+(1.-v)*pow(1.-d,5.);"
|
||||
"}"
|
||||
"vec2 a(float v,float d)"
|
||||
"{"
|
||||
"vec4 i=v*vec4(-1,-.0275,-.572,.022)+vec4(1,.0425,1.04,-.04);"
|
||||
"return vec2(-1.04,1.04)*(min(i.x*i.x,exp2(-9.28*d))*i.x+i.y)+i.zw;"
|
||||
"}"
|
||||
"vec4 C(vec3 v,vec3 d,vec3 f,vec3 i,vec3 c,float x,float n,float R,out vec3 r,out float y)"
|
||||
"{"
|
||||
"vec3 m=e-v,o=dot(m,i)*i-m;"
|
||||
"i=m+o*saturate(s/length(o));"
|
||||
"o=normalize(i);"
|
||||
"m=normalize(f+o);"
|
||||
"R=length(i);"
|
||||
"float p=max(dot(d,o),0.);"
|
||||
"y=pow(saturate(1.-pow(R/20.,4.)),2.)/(R*R+1.);"
|
||||
"y*=h(Ray(v+d*2e-4,o));"
|
||||
"float a=n*n;"
|
||||
"R=saturate(a+s/(2.*R));"
|
||||
"r=C(c,max(dot(m,f),0.));"
|
||||
"m=C(max(dot(d,m),0.),a,R)*t(x,p,n)*r;"
|
||||
"return vec4(m,p);"
|
||||
"}"
|
||||
"vec4 a(vec3 v,vec3 d,vec3 f,vec3 i,vec3 x,float m,float n,float s,out vec3 r,out float o)"
|
||||
"{"
|
||||
"vec4 e=vec4(0);"
|
||||
"vec3 p=R-v,l=y-v;"
|
||||
"s=length(p);"
|
||||
"float w=length(l);"
|
||||
"e.w=2.*saturate(dot(d,p)/(2.*s)+dot(d,l)/(2.*w))/(s*w+dot(p,l)+2.);"
|
||||
"l-=p;"
|
||||
"w=dot(i,l);"
|
||||
"s=length(l);"
|
||||
"vec3 z=p+l*saturate((dot(i,p)*w-dot(p,l))/(s*s-w*w));"
|
||||
"i=dot(z,i)*i-z;"
|
||||
"z+=i*saturate(c/length(i));"
|
||||
"i=normalize(f+normalize(z));"
|
||||
"w=length(z);"
|
||||
"s=w/20.;"
|
||||
"o=1./(s*s+1.);"
|
||||
"o*=h(Ray(v+d*2e-4,normalize(p+l*.5)));"
|
||||
"s=n*n;"
|
||||
"w=saturate(s+c/(2.*w));"
|
||||
"r=C(x,dot(i,f));"
|
||||
"e.xyz=a(max(dot(d,i),0.),s,w)*t(m,e.w,n)*r;"
|
||||
"return e;"
|
||||
"}"
|
||||
"vec4 h(vec3 v,vec3 d,vec3 f,vec3 s,vec3 c,float x,float n,float R,out vec3 r,out float y)"
|
||||
"{"
|
||||
"vec4 e=vec4(0);"
|
||||
"R=dot(cross(i.right,i.up),i.center-v);"
|
||||
"if(R>0.)"
|
||||
"return e;"
|
||||
"vec3 m=i.side1-v,o=i.side2-v,p=i.side3-v,l=i.side4-v;"
|
||||
"e.w=t(v,m,o,p,l)*.2*(saturate(dot(normalize(m),d))+saturate(dot(normalize(o),d))+saturate(dot(normalize(p),d))+saturate(dot(normalize(l),d))+saturate(dot(normalize(i.center-v),d)));"
|
||||
"y=h(Ray(v+d*2e-4,normalize(i.center)));"
|
||||
"Ray w=Ray(v,s);"
|
||||
"m=w.origin+w.direction*(dot(i.front,i.center-w.origin)/dot(i.front,w.direction))-i.center;"
|
||||
"vec2 z=vec2(dot(m,i.right),dot(m,i.up));"
|
||||
"z=min(abs(z),i.halfSize)*sign(z);"
|
||||
"m=i.center+i.right*z.x+i.up*z.y-v;"
|
||||
"o=normalize(f+normalize(m));"
|
||||
"R=n*n;"
|
||||
"float a=saturate(R+4./(2.*length(m)));"
|
||||
"r=C(c,dot(o,f));"
|
||||
"e.xyz=h(max(dot(d,o),0.),R,a)*t(x,e.w,n)*r;"
|
||||
"return e;"
|
||||
"}"
|
||||
"vec3 t(Ray v)"
|
||||
"{"
|
||||
"vec3 f=vec3(2,0,0)*t(),s=vec3(6.*sin(d),3,5);"
|
||||
"R=s-f;"
|
||||
"y=s+f;"
|
||||
"t(i);"
|
||||
"f=vec3(0);"
|
||||
"vec2 c=C(v);"
|
||||
"s=v.origin+v.direction*c.x;"
|
||||
"vec3 m=C(s),n=-v.direction,e=reflect(v.direction,m);"
|
||||
"float w=max(dot(m,n),0.);"
|
||||
"vec3 r=o;"
|
||||
"float z=fract(c.y),F=.88;"
|
||||
"vec3 u=p;"
|
||||
"if(c.y>-1.)"
|
||||
"{"
|
||||
"if(c.y>2.)"
|
||||
"r=vec3(.31,.62,.47),z=max(.05,r.x*.5),F=.05,u=l;"
|
||||
"else if(c.y<.5)"
|
||||
"return x*64.;"
|
||||
"vec3 v=mix(u,r,F),d=vec3(0);"
|
||||
"float i=1.;"
|
||||
"vec4 R=C(s,m,n,e,v,w,z,F,d,i);"
|
||||
"d=(1.-d)*(1.-F);"
|
||||
"vec3 y=vec3(0);"
|
||||
"float p=1.;"
|
||||
"vec4 g=a(s,m,n,e,v,w,z,F,y,p);"
|
||||
"y=(1.-y)*(1.-F);"
|
||||
"vec3 b=vec3(0);"
|
||||
"float A=1.;"
|
||||
"vec4 B=h(s,m,n,e,v,w,z,F,b,A);"
|
||||
"b=(1.-b)*(1.-F);"
|
||||
"f=f+(d*.3183098861*r+R.xyz)*256.*R.w*i+(y*.3183098861*r+g.xyz)*512.*g.w*p+(b*.3183098861*r+B.xyz)*64.*B.w*A+r*.025;"
|
||||
"A=z*z;"
|
||||
"b=vec3(.1125,.1875,.25)+e.y*.35;"
|
||||
"Ray D=Ray(s,vec3(0));"
|
||||
"for(int v=0;v<8;++v)"
|
||||
"{"
|
||||
"float d=float(v)/float(8);"
|
||||
"D.direction=normalize(t(e,2.*acos(-1.)*d)*A+e);"
|
||||
"vec2 i=a(D);"
|
||||
"if(floor(i.y)==3.)"
|
||||
"b=vec3(.1,.3,.2);"
|
||||
"else if(floor(i.y)==1.)"
|
||||
"b+=o;"
|
||||
"}"
|
||||
"b/=float(8);"
|
||||
"vec2 E=a(z,w);"
|
||||
"b=b*(v*E.x+E.y)+max(vec3(.754554516862612,.748542953903366,.790921515418539)+vec3(-.083856548007422,.09253350096321,.322764661032516)*m.y+vec3(.308152705331738,.366796330467391,.466698181299906)*m.z+vec3(-.188884931542396,-.277402551592231,-.377844212327557)*m.x,0.)*.3183098861*r;"
|
||||
"f=(f+b*.84)*x;"
|
||||
"}"
|
||||
"return mix(f,vec3(.01,.006,.004),clamp(1.-exp(-c.x*.08),0.,1.));"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec2 d=vec2(1920,1080);"
|
||||
"d=(2.*gl_FragCoord.xy-d.xy)/d.y;"
|
||||
"Ray f=t(d);"
|
||||
"vec3 i=t(f);"
|
||||
"v=vec4(i,1);"
|
||||
"}";
|
||||
|
||||
#endif // FRAGMENT_INL_
|
||||
@ -1,27 +0,0 @@
|
||||
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
|
||||
#ifndef POST_INL_
|
||||
# define POST_INL_
|
||||
# define VAR_i "v"
|
||||
# define VAR_o "f"
|
||||
|
||||
const char *post_frag =
|
||||
"#version 130\n"
|
||||
"uniform sampler2D f;"
|
||||
"out vec4 v;"
|
||||
"float t(float f)"
|
||||
"{"
|
||||
"return fract(sin(dot(f,12.9898))*43758.5453);"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"v=vec4(0);"
|
||||
"for(int s=0;s<25;s++)"
|
||||
"{"
|
||||
"vec2 d=gl_FragCoord.xy*2./vec2(1920,1080);"
|
||||
"float i=t(float(s+dot(d,d))),C=t(float(1-s+dot(d,d)));"
|
||||
"v+=vec4(textureLod(f,d,(.3+.7*i)*texture(f,(1.+.01*(-1.+2.*vec2(i,C)))*d).w*8).xyz,1);"
|
||||
"}"
|
||||
"v/=vec4(25);"
|
||||
"}";
|
||||
|
||||
#endif // POST_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 2
|
||||
#define SU_NUMSYNCS 11
|
||||
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
Reference in New Issue
Block a user