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12 Commits
the_gate
...
teemun_sha
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224
song.yml
224
song.yml
@ -2,103 +2,112 @@ bpm: 138
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rowsperbeat: 4
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score:
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tracks:
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- numvoices: 2
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||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 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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||||
- 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, -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: 2
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||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
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- 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, -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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||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, -1]
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patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
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||||
- numvoices: 1
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||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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||||
patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
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||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
||||
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]
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patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
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||||
- numvoices: 1
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||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
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||||
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1, -1]
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||||
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
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||||
- numvoices: 1
|
||||
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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||||
order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -1, -1, -1, -1, -1]
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||||
patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
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||||
- numvoices: 1
|
||||
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: 0, detune: 80, gain: 128, lfo: 0, phase: 0, 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: 64, detune: 64, gain: 128, lfo: 0, phase: 1, shape: 64, stereo: 0, transpose: 64, type: 0, unison: 0}
|
||||
- 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: 37, 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: 63, 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: 94, highpass: 0, lowpass: 1, resonance: 99, 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}
|
||||
id: 1146
|
||||
parameters: {bandpass: 0, frequency: 13, highpass: 1, lowpass: 1, resonance: 109, stereo: 1}
|
||||
- type: outaux
|
||||
id: 1097
|
||||
parameters: {auxgain: 34, outgain: 34, stereo: 1}
|
||||
- name: 80s bass
|
||||
parameters: {auxgain: 20, 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: 0, 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: 100, stereo: 1}
|
||||
- type: pan
|
||||
id: 284
|
||||
parameters: {panning: 64, stereo: 1}
|
||||
- type: gain
|
||||
id: 1121
|
||||
parameters: {gain: 110, stereo: 1}
|
||||
parameters: {gain: 107, stereo: 1}
|
||||
- type: sync
|
||||
id: 1173
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 15
|
||||
parameters: {auxgain: 30, outgain: 30, stereo: 1}
|
||||
- name: Kick
|
||||
parameters: {auxgain: 21, outgain: 42, stereo: 1}
|
||||
- name: kick.instr
|
||||
comment: 'Suggested note: C-3'
|
||||
numvoices: 1
|
||||
units:
|
||||
@ -113,10 +122,10 @@ patch:
|
||||
parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
|
||||
- type: oscillator
|
||||
id: 262
|
||||
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 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: 91, highpass: -1, lowpass: 0, resonance: 98, stereo: 0}
|
||||
- type: mulp
|
||||
id: 263
|
||||
parameters: {stereo: 0}
|
||||
@ -134,16 +143,16 @@ 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: 34, 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
|
||||
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}
|
||||
id: 1148
|
||||
parameters: {amount: 51, port: 0, sendpop: 0, stereo: 0, target: 1159, voice: 0}
|
||||
- type: oscillator
|
||||
id: 277
|
||||
parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
|
||||
@ -157,21 +166,15 @@ 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: 128, 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: 20, outgain: 59, stereo: 1}
|
||||
- name: snare.instr
|
||||
comment: 'Suggested range: E-4'
|
||||
numvoices: 1
|
||||
units:
|
||||
@ -195,10 +198,10 @@ patch:
|
||||
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}
|
||||
@ -210,7 +213,7 @@ patch:
|
||||
parameters: {panning: 63, stereo: 0}
|
||||
- type: outaux
|
||||
id: 232
|
||||
parameters: {auxgain: 52, outgain: 58, stereo: 1}
|
||||
parameters: {auxgain: 49, outgain: 62, stereo: 1}
|
||||
- type: envelope
|
||||
id: 233
|
||||
parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
|
||||
@ -229,19 +232,19 @@ 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}
|
||||
- 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 +253,62 @@ patch:
|
||||
parameters: {stereo: 0}
|
||||
- type: envelope
|
||||
id: 17
|
||||
parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
|
||||
parameters: {attack: 0, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
|
||||
- type: oscillator
|
||||
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
|
||||
id: 1159
|
||||
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]
|
||||
parameters: {damp: 23, dry: 106, feedback: 32, notetracking: 2, pregain: 69, stereo: 1}
|
||||
varargs: [24, 36]
|
||||
- type: outaux
|
||||
id: 1160
|
||||
parameters: {auxgain: 25, outgain: 25, stereo: 1}
|
||||
- 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}
|
||||
@ -318,10 +317,10 @@ 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}
|
||||
@ -332,10 +331,13 @@ patch:
|
||||
id: 1130
|
||||
parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
|
||||
varargs: [24, 48]
|
||||
- type: sync
|
||||
id: 1181
|
||||
parameters: {}
|
||||
- type: outaux
|
||||
id: 1131
|
||||
parameters: {auxgain: 15, outgain: 15, stereo: 1}
|
||||
- name: HappyLead
|
||||
- name: HappyLead.instr
|
||||
numvoices: 4
|
||||
units:
|
||||
- type: oscillator
|
||||
@ -362,17 +364,51 @@ patch:
|
||||
varargs: [12550, 24402, 21265, 32419]
|
||||
- type: outaux
|
||||
id: 172
|
||||
parameters: {auxgain: 64, outgain: 64, stereo: 1}
|
||||
parameters: {auxgain: 38, outgain: 64, stereo: 1}
|
||||
- type: loadnote
|
||||
id: 1177
|
||||
parameters: {stereo: 0}
|
||||
- type: sync
|
||||
id: 1178
|
||||
parameters: {}
|
||||
- type: pop
|
||||
id: 1179
|
||||
parameters: {stereo: 0}
|
||||
- name: Global
|
||||
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: 120, notetracking: 0, pregain: 35, stereo: 1}
|
||||
varargs: [1116, 1188, 1276, 1356, 1422, 1492, 1556, 1618, 1140, 1212, 1300, 1380, 1446, 1516, 1580, 1642]
|
||||
- type: out
|
||||
id: 1169
|
||||
parameters: {gain: 92, stereo: 1}
|
||||
comment: Reverb amount to master
|
||||
- type: in
|
||||
id: 1170
|
||||
parameters: {channel: 0, stereo: 1}
|
||||
comment: Input (Master)
|
||||
- type: filter
|
||||
id: 1171
|
||||
parameters: {bandpass: 0, frequency: 128, highpass: 0, lowpass: 1, resonance: 128, stereo: 1}
|
||||
comment: Limit highs
|
||||
- type: filter
|
||||
id: 1166
|
||||
parameters: {bandpass: 0, frequency: 8, highpass: 1, lowpass: 0, resonance: 128, stereo: 1}
|
||||
comment: Low cut
|
||||
- type: compressor
|
||||
id: 1167
|
||||
parameters: {attack: 0, invgain: 52, ratio: 128, release: 46, stereo: 1, threshold: 52}
|
||||
comment: Clipper (change threshold and invgain to match loudness)
|
||||
- type: mulp
|
||||
id: 1168
|
||||
parameters: {stereo: 1}
|
||||
- type: out
|
||||
id: 9
|
||||
parameters: {gain: 64, stereo: 1}
|
||||
parameters: {gain: 120, stereo: 1}
|
||||
comment: Master Out
|
||||
|
||||
268
src/main.cpp
268
src/main.cpp
@ -37,6 +37,31 @@ static int pidMain;
|
||||
static int pidPost;
|
||||
// static HDC hDC;
|
||||
|
||||
#define GRID 32
|
||||
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
|
||||
|
||||
#define SHAPES 16
|
||||
#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
|
||||
#define MAX_DISTANCE 100.f
|
||||
|
||||
#define PARTICLES 16
|
||||
#define PARTICLES_TEX_SIZE (PARTICLES * PARTICLES * 4)
|
||||
#define PARTICLES_DISTANCE 80.f
|
||||
|
||||
|
||||
static float syncs[1 + SU_NUMSYNCS];
|
||||
|
||||
// FFT buffers
|
||||
static float fft_input[FFT_SIZE];
|
||||
static float fft_output[FFT_SIZE / 2]; // Magnitudes
|
||||
static float fft_uniform[FFT_SIZE / 4];
|
||||
|
||||
static float particlesData[PARTICLES_TEX_SIZE];
|
||||
static float particlesData2[PARTICLES * PARTICLES]; // additional value for particle distance
|
||||
static float shapesData[SHAPES_TEX_SIZE];
|
||||
|
||||
static float hexGridData[HEX_TEX_SIZE];
|
||||
|
||||
#ifndef EDITOR_CONTROLS
|
||||
#pragma code_seg(".main")
|
||||
void entrypoint(void)
|
||||
@ -118,15 +143,70 @@ int __cdecl main(int argc, char* argv[])
|
||||
// Play sound
|
||||
direct_sound_buffer->Play(0, 0, 0);
|
||||
|
||||
static float syncs[1 + SU_NUMSYNCS];
|
||||
|
||||
|
||||
// Init FFT
|
||||
init_hamming_window();
|
||||
// FFT buffers
|
||||
static float fft_input[FFT_SIZE];
|
||||
static float fft_output[FFT_SIZE / 2]; // Magnitudes
|
||||
static float fft_uniform[FFT_SIZE / 4];
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
struct Vec3 {
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
|
||||
|
||||
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
|
||||
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
|
||||
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
|
||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
|
||||
|
||||
GLuint hexGridTex, shapesTex, particlesTex;
|
||||
glGenTextures(1, &hexGridTex);
|
||||
glBindTexture(GL_TEXTURE_2D, hexGridTex);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
/*
|
||||
glGenTextures(1, &shapesTex);
|
||||
glBindTexture(GL_TEXTURE_2D, shapesTex);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
*/
|
||||
|
||||
glGenTextures(1, &particlesTex);
|
||||
glBindTexture(GL_TEXTURE_2D, particlesTex);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
|
||||
int currentShape = 0; // mark location which shape we are currently building
|
||||
float shapeIncrement = 0.15f;
|
||||
float shapeLastNote = 0.0f;
|
||||
|
||||
|
||||
int currentParticle = 0; // mark location which shape we are currently building
|
||||
float particleIncrement = 3.0f;
|
||||
float particleLastNote = 0.0f;
|
||||
|
||||
do
|
||||
{
|
||||
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
|
||||
@ -202,15 +282,183 @@ int __cdecl main(int argc, char* argv[])
|
||||
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
|
||||
}
|
||||
|
||||
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
|
||||
|
||||
/*
|
||||
//////////////////////////////////////////////////////
|
||||
// Shape builder
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// if sound is playing, start a shape, if shape is already started - add length
|
||||
// if sound has stopped, end shape
|
||||
// if shape is finished, move shape forward
|
||||
float shapeCaptureSync = syncs[5];
|
||||
|
||||
// Detect note change to start a new shape
|
||||
bool shapeNoteChanged = (shapeCaptureSync - shapeLastNote) * (shapeCaptureSync - shapeLastNote) > 0.0001f;
|
||||
shapeLastNote = shapeCaptureSync;
|
||||
|
||||
// If note changed and value is significant, start new shape
|
||||
if (shapeCaptureSync > 0.001f && shapeNoteChanged) {
|
||||
int index = currentShape * 4;
|
||||
|
||||
// Reset and activate current shape
|
||||
shapesData[index + 0] = 0.0f; // x start
|
||||
shapesData[index + 1] = shapeCaptureSync; // y from audio
|
||||
shapesData[index + 2] = 1.0f; // z (unused or length)
|
||||
shapesData[index + 3] = 1.0f; // active
|
||||
|
||||
// Advance to next shape slot (circular)
|
||||
currentShape = (currentShape + 1) % (SHAPES*SHAPES);
|
||||
}
|
||||
|
||||
// Move active shapes
|
||||
for (int i = 0; i < SHAPES*SHAPES; ++i) {
|
||||
int index = i * 4;
|
||||
|
||||
// Check if shape is active
|
||||
if (shapesData[index + 3] > 0.5f) {
|
||||
// Move shape right
|
||||
shapesData[index + 0] += shapeIncrement;
|
||||
|
||||
// Update y (optional, reflect live audio)
|
||||
//shapesData[index + 1] = captureSync;
|
||||
|
||||
// Optional: grow z value to show duration
|
||||
//shapesData[index + 2] += shapeIncrement * 0.2f;
|
||||
|
||||
// If x exceeds max distance, deactivate and reset
|
||||
if (shapesData[index + 0] > MAX_DISTANCE) {
|
||||
shapesData[index + 0] = 0.0f;
|
||||
shapesData[index + 1] = 0.0f;
|
||||
shapesData[index + 2] = 0.0f;
|
||||
shapesData[index + 3] = 0.0f; // inactive
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bind and update u_ShapesTex
|
||||
glActiveTexture(GL_TEXTURE0 + 2);
|
||||
glBindTexture(GL_TEXTURE_2D, shapesTex);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
|
||||
glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 2);
|
||||
*/
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
// Particles Builder
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// if sound is playing, start a shape, if shape is already started - add length
|
||||
// if sound has stopped, end shape
|
||||
// if shape is finished, move shape forward
|
||||
float particleCaptureSync = syncs[5];
|
||||
|
||||
// Detect note change to start a new shape
|
||||
bool particleNoteChanged = (particleCaptureSync - particleLastNote) * (particleCaptureSync - particleLastNote) > 0.0001f;
|
||||
particleLastNote = particleCaptureSync;
|
||||
|
||||
// If note changed and value is significant, start new shape
|
||||
if (particleCaptureSync > 0.001f && particleNoteChanged) {
|
||||
int index = currentParticle * 4;
|
||||
|
||||
// Reset and activate current shape
|
||||
particlesData[index + 0] = 0.0f; // x offset
|
||||
particlesData[index + 1] = 0.0f; // y offset
|
||||
particlesData[index + 2] = 0.0f; // z distance
|
||||
particlesData[index + 3] = 1.0f; // a active
|
||||
|
||||
//particlesData2[currentParticle] = 0.0f; // reset progress/time!
|
||||
|
||||
// Advance to next shape slot (circular)
|
||||
currentParticle = (currentParticle + 1) % (PARTICLES * PARTICLES);
|
||||
}
|
||||
|
||||
// Move active shapes
|
||||
for (int i = 0; i < (PARTICLES * PARTICLES); ++i) {
|
||||
int index = i * 4;
|
||||
|
||||
// Check if shape is active
|
||||
if (particlesData[index + 3] > 0.5f) {
|
||||
// Move shape
|
||||
particlesData[index + 2] += particleIncrement;
|
||||
|
||||
// Update y (optional, reflect live audio)
|
||||
//shapesData[index + 1] = captureSync;
|
||||
|
||||
// Optional: grow z value to show duration
|
||||
//shapesData[index + 2] += shapeIncrement * 0.2f;
|
||||
|
||||
// If x exceeds max distance, deactivate and reset
|
||||
if (particlesData[index + 2] > PARTICLES_DISTANCE) {
|
||||
particlesData[index + 0] = 0.0f;
|
||||
particlesData[index + 1] = 0.0f;
|
||||
particlesData[index + 2] = 0.0f;
|
||||
particlesData[index + 3] = 0.0f; // inactive
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bind and update u_ParticlesTex
|
||||
glActiveTexture(GL_TEXTURE0 + 3);
|
||||
glBindTexture(GL_TEXTURE_2D, particlesTex);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, PARTICLES, PARTICLES, GL_RGBA, GL_FLOAT, particlesData);
|
||||
glUniform1i(glGetUniformLocation(pidMain, "u_ParticlesTex"), 3);
|
||||
//glUniform1fvProc(700, PARTICLES*PARTICLES, particlesData2);
|
||||
|
||||
//PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
|
||||
//glUniform3fvProc(600, 1, flatShapes); // array of shapes
|
||||
//glUniform3fvProc(700, 1, test); // test shape
|
||||
|
||||
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
|
||||
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
|
||||
glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
// Hex Grid Builder
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
float gap = 0.3f;
|
||||
|
||||
float cellW = 1.6f + 0.2f; // flat-to-flat width
|
||||
float cellH = (sqrtf(3.0f) / 2.0f) * cellW; // height based on regular hex geometry
|
||||
|
||||
float horizontalSpacing = 0.75f * cellW * (1.0f + gap); // 3/4 of width per column
|
||||
float verticalSpacing = cellH * (1.0f + gap); // full height per row
|
||||
|
||||
float rippleCenterX = 7.0f;
|
||||
float rippleCenterY = 7.0f;
|
||||
|
||||
Vec3 gridOffset = { horizontalSpacing * (GRID - 1) * 0.24f, -5.0f, verticalSpacing * (GRID - 1) * 0.24f };
|
||||
|
||||
for (int j = 0; j < GRID; ++j) {
|
||||
for (int i = 0; i < GRID; ++i) {
|
||||
// Offset every other column vertically
|
||||
float offsetZ = (i % 2 == 0) ? 0.0f : 0.5f * verticalSpacing;
|
||||
|
||||
float x = i * horizontalSpacing;
|
||||
float z = j * verticalSpacing + offsetZ;
|
||||
float y = 0.0f;
|
||||
|
||||
Vec3 hexPos = { x - gridOffset.x, y - gridOffset.y, z - gridOffset.z };
|
||||
|
||||
float dx = (float)i - rippleCenterX;
|
||||
float dy = (float)j - rippleCenterY;
|
||||
float hexDist = sqrtf(dx * dx + dy * dy);
|
||||
|
||||
int idx = (j * GRID + i) * 4;
|
||||
hexGridData[idx + 0] = hexPos.x;
|
||||
hexGridData[idx + 1] = hexPos.y;
|
||||
hexGridData[idx + 2] = hexPos.z;
|
||||
hexGridData[idx + 3] = hexDist;
|
||||
}
|
||||
}
|
||||
|
||||
// Bind and update u_hexGridTex
|
||||
glActiveTexture(GL_TEXTURE0 + 1);
|
||||
glBindTexture(GL_TEXTURE_2D, hexGridTex);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID, GRID, GL_RGBA, GL_FLOAT, hexGridData);
|
||||
glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 1);
|
||||
|
||||
glRects(-1, -1, 1, 1);
|
||||
|
||||
//syncs[0] = -syncs[0];
|
||||
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
|
||||
|
||||
// render "post process" using the opengl backbuffer
|
||||
#if POST_PASS
|
||||
glBindTexture(GL_TEXTURE_2D, 1);
|
||||
|
||||
@ -4,19 +4,58 @@ out vec4 o;
|
||||
const float PI = 3.14159265;
|
||||
const float TAU = (2. * PI);
|
||||
const float PHI = sqrt(5.) * 0.5 + 0.5;
|
||||
layout(location = 0) uniform float syncs[7];
|
||||
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
|
||||
layout(location = 0) uniform float syncs[12];
|
||||
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
|
||||
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
|
||||
//layout(location = 700) uniform float particlesData2[256]; // additional particles data for distance
|
||||
layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
|
||||
//layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
|
||||
layout(binding = 3) uniform sampler2D u_ParticlesTex; // uniform sampler2D particles texture
|
||||
float u_time = syncs[0];
|
||||
|
||||
vec3 palette(float t){
|
||||
vec3 a=vec3(0.46,0.2,0.94);
|
||||
vec3 b=vec3(0.66,0.64,0.77);
|
||||
vec3 c=vec3(0.91,0.62,0.97);
|
||||
vec3 d=vec3(0.26,0.2,0.84);
|
||||
return a+b*cos(6.28318*(c*t+d));
|
||||
}
|
||||
|
||||
// Or 2D version
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
||||
}
|
||||
|
||||
vec2 getUV() {
|
||||
const vec2 scale = vec2(0.00104166667, 0.00185185185);
|
||||
return gl_FragCoord.xy * scale - 1.0;
|
||||
}
|
||||
|
||||
mat2 rot2D(float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
float noise(in vec2 xy, in float seed) {
|
||||
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
|
||||
}
|
||||
|
||||
float getScaledFFT(int index, float scale, float offset) {
|
||||
// Clamp index to valid range
|
||||
index = clamp(index, 0, 511);
|
||||
|
||||
// Get raw FFT value
|
||||
float raw = fft_output[index];
|
||||
|
||||
// Apply logarithmic scaling: log(1 + value * scale) + offset
|
||||
return log(1.0 + raw * scale) + offset;
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// GEOMETRY //
|
||||
/////////////////
|
||||
|
||||
// Hexagonal prism, circumcircle variant
|
||||
float fHexagonCircumcircle(vec3 p, vec2 h) {
|
||||
vec3 q = abs(p);
|
||||
@ -30,20 +69,27 @@ float sdHex(vec3 pos, float i, float angle) {
|
||||
return d1;
|
||||
}
|
||||
|
||||
float getScaledFFT(int index, float scale, float offset) {
|
||||
// Clamp index to valid range
|
||||
index = clamp(index, 0, 511);
|
||||
|
||||
// Get raw FFT value
|
||||
float raw = fft_output[index];
|
||||
|
||||
// Apply logarithmic scaling: log(1 + value * scale) + offset
|
||||
return log(1.0 + raw * scale) + offset;
|
||||
float sdSphere(vec3 p, float r){
|
||||
return length(p) -r;
|
||||
}
|
||||
|
||||
// Modify your mapScene function
|
||||
//////////////
|
||||
// SCENE //
|
||||
//////////////
|
||||
|
||||
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
|
||||
vec2 opU( vec2 d1, vec2 d2 )
|
||||
{
|
||||
return (d1.x<d2.x) ? d1 : d2;
|
||||
}
|
||||
|
||||
// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
|
||||
|
||||
vec2 mapScene(in vec3 p) {
|
||||
float mat = 0.;
|
||||
|
||||
vec2 res = vec2( p.y, 0.0 );
|
||||
|
||||
float mat = 1.;
|
||||
float d = 1e9;
|
||||
float a = 0.;
|
||||
|
||||
@ -54,9 +100,9 @@ vec2 mapScene(in vec3 p) {
|
||||
|
||||
// Hexagonal grid
|
||||
float hexGap = 0.2;
|
||||
|
||||
/*
|
||||
for(float j = 0.; j < 16.; j++) {
|
||||
vec3 po = p;
|
||||
vec3 po = p-vec3(-2.0,-5., 0.0);
|
||||
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
|
||||
po += vec3(0, 0., (1.88 + hexGap) * j);
|
||||
|
||||
@ -78,17 +124,95 @@ vec2 mapScene(in vec3 p) {
|
||||
//float hexSize = fft_output[hexDist] * 5.0;
|
||||
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
|
||||
a = sdHex(po, 1. + hexSize, 0.);
|
||||
d = min(d, a);
|
||||
|
||||
if(d == a) {
|
||||
mat = 1.;
|
||||
}
|
||||
//d = min(d, a);
|
||||
res = opU(res, vec2(a, 2.));
|
||||
}
|
||||
}
|
||||
*/
|
||||
// main note effect shapes
|
||||
// res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
|
||||
|
||||
return vec2(d, mat);
|
||||
/*
|
||||
float gridSize = 16.0; // or GRID if you want full size
|
||||
//float hexGap = 0.2;
|
||||
|
||||
for(float j = 0.; j < gridSize; j++) {
|
||||
for(float i = 0.; i < gridSize; i++) {
|
||||
ivec2 texSize = textureSize(u_hexGridTex, 0);
|
||||
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
|
||||
|
||||
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
|
||||
|
||||
vec3 hexPos = hexData.rgb;
|
||||
float hexDist = hexData.a;
|
||||
|
||||
// Optionally use hexDist for ripple effect with FFT
|
||||
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
|
||||
float hexSize = getScaledFFT(index, 15. ,0.);
|
||||
float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
|
||||
res = opU(res, vec2(a, 1.));
|
||||
}
|
||||
}
|
||||
*/
|
||||
/*
|
||||
float gridSize2 = 16.;
|
||||
for(float j = 0.; j < gridSize2; j++) {
|
||||
for(float i = 0.; i < gridSize2; i++) {
|
||||
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize2);
|
||||
vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
|
||||
|
||||
float shapeActive = shapeData.a;
|
||||
if(shapeActive < 0.5) continue;
|
||||
|
||||
vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
|
||||
|
||||
float a = sdSphere(shapePos, 0.8);
|
||||
|
||||
res = opU(res, vec2(a, 1.));
|
||||
}
|
||||
}
|
||||
*/
|
||||
/*
|
||||
float maxRadius = 40.; // Circle radius
|
||||
float sphereRadius = 0.3;
|
||||
int index = 0;
|
||||
|
||||
float gridSize3 = 16.;
|
||||
for(float j = 0; j < gridSize3; j++) {
|
||||
for(float i = 0; i < gridSize3; i++) {
|
||||
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize3);
|
||||
vec4 particleData = texture(u_ParticlesTex, texCoord); // RGBA: x, y, distance, active
|
||||
float particleActive = particleData.a;
|
||||
|
||||
if(particleData.z < 0.5) continue;
|
||||
|
||||
// Map param to angle
|
||||
float particleStartPos = hash(vec2(j, i)) * 2.0 * PI;
|
||||
|
||||
// Direction from center to initial circle position (in XY plane)
|
||||
vec3 dir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
|
||||
|
||||
float r = max(maxRadius - particleData.z, -maxRadius);
|
||||
|
||||
float offsetFactor = 15.;
|
||||
vec3 particleOffset = vec3(hash(vec2(i, j)) * offsetFactor , 4., hash(vec2(j, i)) * offsetFactor); // particle offset
|
||||
|
||||
// Final object position = center (offset) + radial movement
|
||||
vec3 center = particleOffset; // Circle center
|
||||
vec3 objPos = center + dir * r; // Object slides inward
|
||||
res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
*/
|
||||
return res;
|
||||
}
|
||||
|
||||
////////////////
|
||||
// RAYCAST //
|
||||
////////////////
|
||||
|
||||
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
float t = 0.;
|
||||
float mat = 0.;
|
||||
@ -100,7 +224,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
// Increase step size multiplier for faster marching
|
||||
t += res.x;
|
||||
mat = res.y;
|
||||
if(t > 100.) { // Reduced max distance
|
||||
if(t > 600.) { // Reduced max distance
|
||||
break;
|
||||
}
|
||||
if(res.x < 0.001 * t) { // Less precise hit detection
|
||||
@ -108,12 +232,17 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (t > 100.)
|
||||
t = 0.;
|
||||
// This will break fog effect
|
||||
//if (t > 100.)
|
||||
// t = 0.;
|
||||
|
||||
return vec3(t, mat, hit);
|
||||
}
|
||||
|
||||
////////////////
|
||||
// SHADING //
|
||||
////////////////
|
||||
|
||||
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
@ -166,6 +295,50 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
|
||||
return (diffuse + specular * fresnel) * shadow;
|
||||
}
|
||||
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
|
||||
|
||||
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
|
||||
|
||||
float fogAmount = 1.0 - exp(-t*b);
|
||||
float sunAmount = max( dot(rd, lightDir), 0.0 );
|
||||
vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
|
||||
vec3(0.302, 0.3176, 0.3725), // yellow
|
||||
pow(sunAmount, syncsBass * 5.0) );
|
||||
return mix( col, fogColor, fogAmount );
|
||||
}
|
||||
|
||||
// Point light with no shadow and radius based falloff
|
||||
vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, float radius, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
|
||||
// Light vector from surface to light
|
||||
vec3 lightDir = lightPos - worldPos;
|
||||
float lightDistance = length(lightDir);
|
||||
lightDir = normalize(lightDir);
|
||||
|
||||
// Attenuation (radius based falloff)
|
||||
float attenuation = clamp(intensity - lightDistance*lightDistance/(radius*radius), 0.0, 1.0);
|
||||
|
||||
// Diffuse lighting (Lambert)
|
||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||
vec3 diffuse = lightColor * NdotL * attenuation;
|
||||
|
||||
// Specular lighting (Blinn-Phong)
|
||||
vec3 halfDir = normalize(lightDir + (-viewDir));
|
||||
float NdotH = max(dot(normal, halfDir), 0.0);
|
||||
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
|
||||
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
|
||||
|
||||
// Fresnel effect
|
||||
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
|
||||
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
|
||||
|
||||
// Soft shadows
|
||||
//float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
|
||||
|
||||
// Combine diffuse and specular with shadow
|
||||
return diffuse + specular * fresnel;
|
||||
}
|
||||
|
||||
|
||||
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
|
||||
vec3 lightDir = normalize(lightPos - worldPos);
|
||||
float lightDistance = length(lightPos - worldPos);
|
||||
@ -188,22 +361,10 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
|
||||
}
|
||||
*/
|
||||
|
||||
float getAmbientOcc(vec3 p, vec3 n) {
|
||||
float occ = 0.;
|
||||
float weight = 1.;
|
||||
for(int i = 0; i < 8; i++) {
|
||||
float len = 0.01 + 0.02 * float(i * i);
|
||||
float dist = mapScene(p + n * len).x;
|
||||
occ += (len - dist) * weight;
|
||||
weight *= 0.85;
|
||||
}
|
||||
return 1.0 - clamp(0.6 * occ, 0., 1.);
|
||||
}
|
||||
|
||||
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
||||
float shininess = 0.01;
|
||||
|
||||
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
|
||||
vec3 outMaterial = vec3(0.);
|
||||
|
||||
if(material == 0.) {
|
||||
outMaterial = vec3(0.8314, 0.2941, 0.2941);
|
||||
@ -226,9 +387,71 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
||||
}
|
||||
|
||||
vec3 lights = vec3(0.);
|
||||
lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
|
||||
lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
|
||||
lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
|
||||
lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
|
||||
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
|
||||
|
||||
// LIGHTS IN HEX GRID PATTERN
|
||||
/*
|
||||
float gridsize = 16.0; // or GRID if you want full size
|
||||
vec3 p = vec3(0.);
|
||||
for(float j = 0.; j < gridsize; j++) {
|
||||
for(float i = 0.; i < gridsize; i++) {
|
||||
ivec2 texSize = textureSize(u_hexGridTex, 0);
|
||||
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
|
||||
|
||||
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
|
||||
|
||||
vec3 hexPos = hexData.rgb;
|
||||
float hexDist = hexData.a;
|
||||
|
||||
// Optionally use hexDist for ripple effect with FFT
|
||||
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
|
||||
float hexSize = getScaledFFT(index, 15. ,0.);
|
||||
//float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
|
||||
|
||||
lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 2., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 5., 0., 1.), 3.4 ,v, dir, n, shininess);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// LIGHTS WITH PARTICLES
|
||||
float maxRadius = 40.; // Circle radius
|
||||
float sphereRadius = 0.7;
|
||||
int index = 0;
|
||||
float particleHeight = 4.;
|
||||
|
||||
float gridSize3 = 16.;
|
||||
for(float j = 0; j < gridSize3; j++) {
|
||||
for(float i = 0; i < gridSize3; i++) {
|
||||
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize3);
|
||||
vec4 particleData = texture(u_ParticlesTex, texCoord); // RGBA: x, y, distance, active
|
||||
float particleActive = particleData.a;
|
||||
|
||||
if(particleData.z < 0.5) continue;
|
||||
|
||||
// Map param to angle
|
||||
float particleStartPos = hash(vec2(j, i)) * 2.0 * PI;
|
||||
|
||||
// Direction from center to initial circle position (in XY plane)
|
||||
vec3 dir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
|
||||
|
||||
float r = max(maxRadius - particleData.z, -maxRadius);
|
||||
|
||||
float offsetFactor = 15.;
|
||||
vec3 particleOffset = vec3(hash(vec2(i, j)) * offsetFactor , particleHeight, hash(vec2(j, i)) * offsetFactor); // particle offset
|
||||
|
||||
// Final object position = center (offset) + radial movement
|
||||
vec3 center = particleOffset; // Circle center
|
||||
vec3 objPos = center + dir * r; // Object slides inward
|
||||
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
|
||||
|
||||
lights += addPointLight(objPos, palette(i + j), 3.0, v, dir, n, shininess);
|
||||
//lights += addPointLightNoShadow(objPos, palette(i + j), 10. , 20. ,v, dir, n, shininess);
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
vec3 lightDir = vec3(0., 1., -3);
|
||||
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
|
||||
@ -238,7 +461,9 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
||||
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
|
||||
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
|
||||
|
||||
return outMaterial * max(vec3(0.), lights);
|
||||
outMaterial *= max(vec3(0.), lights); // output with lights;
|
||||
|
||||
return outMaterial;
|
||||
}
|
||||
|
||||
vec3 postProcess(vec3 col) {
|
||||
@ -272,63 +497,31 @@ vec3 postProcess(vec3 col) {
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
|
||||
// Calculate camera's orthonormal basis
|
||||
vec3 camForward = normalize(camTarget - camPos);
|
||||
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
|
||||
vec3 camUp = normalize(cross(camForward, camRight));
|
||||
//////////////////
|
||||
// RENDERING //
|
||||
//////////////////
|
||||
|
||||
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
|
||||
|
||||
return rayDir;
|
||||
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;
|
||||
}
|
||||
|
||||
// Camera positioning function
|
||||
vec3 getCameraPosition(float time, int cameraMode) {
|
||||
vec3 camPos;
|
||||
camPos = vec3(0.0, 30.0, -10.0);
|
||||
|
||||
if(cameraMode == 1) {
|
||||
// Orbiting camera
|
||||
vec3 camTarget = vec3(0.0, 0.0, -20.0);
|
||||
float orbitRadius = 20.0;
|
||||
float orbitSpeed = 0.2;
|
||||
float orbitHeight = 10.0;
|
||||
float angle = time * orbitSpeed;
|
||||
camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
|
||||
} else if(cameraMode == 2) {
|
||||
// Smooth camera movement
|
||||
float t = time * 0.06;
|
||||
camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
|
||||
} else if(cameraMode == 3) {
|
||||
// First person style movement
|
||||
float walkSpeed = 2.0;
|
||||
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
|
||||
}
|
||||
|
||||
return camPos;
|
||||
}
|
||||
|
||||
// Main camera function that combines everything
|
||||
vec3 setupCamera(vec2 uv, float time, int positionMode) {
|
||||
vec3 camPos = getCameraPosition(time, positionMode);
|
||||
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
|
||||
float fov = 1.;
|
||||
|
||||
return getCameraRay(uv, camPos, camTarget, fov);
|
||||
}
|
||||
|
||||
// Simplified version of your render function using the new camera system
|
||||
vec3 render(vec2 uv) {
|
||||
// Choose camera modes:
|
||||
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
|
||||
// Ray: 0=standard, 1=zoom, 2=dof
|
||||
int positionMode = 2; // Static
|
||||
|
||||
vec3 rayDir = setupCamera(uv, u_time, positionMode);
|
||||
vec3 camPos = getCameraPosition(u_time, positionMode);
|
||||
vec3 camPos = vec3(-10.0, 20.0, -20.0);
|
||||
vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed
|
||||
float fov = 1.0;
|
||||
|
||||
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
|
||||
|
||||
vec3 col = vec3(0.); // background color
|
||||
|
||||
vec3 col = vec3(0.102, 0.2431, 0.3412);
|
||||
vec3 hitPos = vec3(0);
|
||||
vec3 t = castRay(camPos, rayDir, hitPos);
|
||||
|
||||
@ -336,16 +529,53 @@ vec3 render(vec2 uv) {
|
||||
vec3 nor = calcNormal(hitPos);
|
||||
col = shading(hitPos, nor, rayDir, t.y);
|
||||
}
|
||||
/*
|
||||
//glow from the bottom
|
||||
vec3 bGlowColor = palette(clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.)); // color change
|
||||
float bGlowDistance = 0.3;
|
||||
vec3 p = camPos + t.x * rayDir;
|
||||
|
||||
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
|
||||
col += bGlowLevel;
|
||||
col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
|
||||
|
||||
*/
|
||||
// distance fog + bass thunder
|
||||
float fogAmount = 0.01;
|
||||
col = col *exp(-t.x*fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0-exp(-t.x*fogAmount));
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 finalColor = render(getUV());
|
||||
|
||||
//finalColor = postProcess(finalColor);
|
||||
|
||||
o = vec4(finalColor, 1.);
|
||||
}
|
||||
|
||||
}
|
||||
/*
|
||||
vec3 render2(vec2 uv, float time) {
|
||||
|
||||
vec3 res = vec3(.0);
|
||||
|
||||
float pos = syncs[5];
|
||||
if (uv.x >= pos && uv.x <= pos+0.01 ) {
|
||||
res += vec3(1.);
|
||||
}
|
||||
|
||||
//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
|
||||
// res += vec3(abs(syncs[4]*2));
|
||||
//}
|
||||
|
||||
//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
|
||||
vec3 col = render2(uv, u_time);
|
||||
o = vec4(col,1.0);
|
||||
}
|
||||
*/
|
||||
@ -3,149 +3,136 @@
|
||||
# define FRAGMENT_INL_
|
||||
# define VAR_fft_output "n"
|
||||
# define VAR_o "f"
|
||||
# define VAR_shapes "s"
|
||||
# define VAR_syncs "m"
|
||||
# define VAR_u_ParticlesTex "d"
|
||||
# define VAR_u_hexGridTex "k"
|
||||
|
||||
const char *fragment_frag =
|
||||
"#version 460\n"
|
||||
"precision mediump float;"
|
||||
"out vec4 f;"
|
||||
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
||||
"layout(location=0)uniform float m[7];"
|
||||
"layout(location=8)uniform float n[512];"
|
||||
"float c=m[0];"
|
||||
"float t(vec3 v,vec2 i)"
|
||||
"layout(location=0)uniform float m[12];"
|
||||
"layout(location=20)uniform float n[512];"
|
||||
"layout(location=600)uniform vec3 s[15];"
|
||||
"layout(binding=1)uniform sampler2D k;"
|
||||
"layout(binding=3)uniform sampler2D d;"
|
||||
"float g=m[0];"
|
||||
"float t(vec2 v)"
|
||||
"{"
|
||||
"v=abs(v);"
|
||||
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
|
||||
"}"
|
||||
"float t(int v)"
|
||||
"{"
|
||||
"v=clamp(v,0,511);"
|
||||
"float i=n[v];"
|
||||
"return log(1.+i*15.);"
|
||||
"return fract(sin(dot(v,vec2(127.1,311.7)))*43758.5453123);"
|
||||
"}"
|
||||
"vec2 t(vec3 v)"
|
||||
"{"
|
||||
"float i=0.,f=1e9,m=0.;"
|
||||
"vec2 n=vec2(7);"
|
||||
"for(float r=0.;r<16.;r++)"
|
||||
"{"
|
||||
"vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
|
||||
"for(float v=0.;v<16.;v++)"
|
||||
"{"
|
||||
"c=mod(v,2.)==0.?"
|
||||
"c-vec3(1.8,0,1):"
|
||||
"c+vec3(-1.8,0,1);"
|
||||
"int y=int(length(vec2(v,r)-n.xy));"
|
||||
"m=t(c,vec2(.86,1.+t(y)*2.));"
|
||||
"f=min(f,m);"
|
||||
"if(f==m)"
|
||||
"i=1.;"
|
||||
"}"
|
||||
"}"
|
||||
"return vec2(f,i);"
|
||||
"return vec2(v.y,0);"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
|
||||
"vec3 t(vec3 v,vec3 x,inout vec3 f)"
|
||||
"{"
|
||||
"float r=0.,m=0.,y=0.;"
|
||||
"for(int c=0;c<30;c++)"
|
||||
"float i=0.,e=0.,y=0.;"
|
||||
"for(int n=0;n<30;n++)"
|
||||
"{"
|
||||
"f=v+i*r;"
|
||||
"vec2 n=t(f);"
|
||||
"r+=n.x;"
|
||||
"m=n.y;"
|
||||
"if(r>1e2)"
|
||||
"f=v+x*i;"
|
||||
"vec2 m=t(f);"
|
||||
"i+=m.x;"
|
||||
"e=m.y;"
|
||||
"if(i>6e2)"
|
||||
"break;"
|
||||
"if(n.x<.001*r)"
|
||||
"if(m.x<.001*i)"
|
||||
"{"
|
||||
"y=1.;"
|
||||
"break;"
|
||||
"}"
|
||||
"}"
|
||||
"if(r>1e2)"
|
||||
"r=0.;"
|
||||
"return vec3(r,m,y);"
|
||||
"return vec3(i,e,y);"
|
||||
"}"
|
||||
"float t(vec3 v,vec3 i,float y)"
|
||||
"float t(vec3 v,vec3 i,float f)"
|
||||
"{"
|
||||
"float f=1.,r=.02;"
|
||||
"for(int c=0;c<6;c++)"
|
||||
"float m=1.,y=.02;"
|
||||
"for(int n=0;n<6;n++)"
|
||||
"{"
|
||||
"if(r>y)"
|
||||
"if(y>f)"
|
||||
"break;"
|
||||
"float m=t(v+r*i).x;"
|
||||
"f=min(f,m/(4.*r));"
|
||||
"r+=clamp(m,.1,.8);"
|
||||
"if(f<-1.)"
|
||||
"float d=t(v+y*i).x;"
|
||||
"m=min(m,d/(4.*y));"
|
||||
"y+=clamp(d,.1,.8);"
|
||||
"if(m<-1.)"
|
||||
"break;"
|
||||
"}"
|
||||
"f=max(f,-1.);"
|
||||
"return.25*(1.+f)*(1.+f)*(2.-f);"
|
||||
"m=max(m,-1.);"
|
||||
"return.25*(1.+m)*(1.+m)*(2.-m);"
|
||||
"}"
|
||||
"vec3 e(vec3 v)"
|
||||
"vec3 x(vec3 v)"
|
||||
"{"
|
||||
"vec2 i=vec2(.01,0);"
|
||||
"return normalize(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
|
||||
"vec2 m=vec2(.01,0);"
|
||||
"return normalize(vec3(t(v+m.xyy).x-t(v-m.xyy).x,t(v+m.yxy).x-t(v-m.yxy).x,t(v+m.yyx).x-t(v-m.yyx).x));"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)"
|
||||
"vec3 t(vec3 v,vec3 m,float i,vec3 d,vec3 f,vec3 x,float y)"
|
||||
"{"
|
||||
"v-=f;"
|
||||
"float y=length(v);"
|
||||
"v-=d;"
|
||||
"float n=length(v);"
|
||||
"v=normalize(v);"
|
||||
"float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);"
|
||||
"r=normalize(v-r);"
|
||||
"i/=1.+.09*n+.032*n*n;"
|
||||
"float g=max(dot(x,v),0.);"
|
||||
"f=normalize(v-f);"
|
||||
"vec3 e=vec3(.04);"
|
||||
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
|
||||
"y=t(f+c*.01,v,y);"
|
||||
"return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;"
|
||||
"e+=(1.-e)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
|
||||
"n=t(d+x*.01,v,n);"
|
||||
"return(m*g*i+m*pow(max(dot(x,f),0.),mix(128.,8.,y))*i*e)*n;"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 f,vec3 i,float y)"
|
||||
"vec3 t(vec3 v,vec3 f,vec3 i,float m)"
|
||||
"{"
|
||||
"float m=.01;"
|
||||
"vec3 c=vec3(0);"
|
||||
"if(y==0.)"
|
||||
"c=vec3(.8314,.2941,.2941),m=.1;"
|
||||
"else if(y==1.)"
|
||||
"c=vec3(.6196,.6118,.6118),m=.7;"
|
||||
"else if(y==2.)"
|
||||
"c=vec3(.3255,.4784,.3255),m=.2;"
|
||||
"else if(y==3.)"
|
||||
"c=vec3(.2471,.3059,.6314),m=1.;"
|
||||
"else if(y==4.)"
|
||||
"c=vec3(.9961,1,.9922),m=.1;"
|
||||
"else if(y==5.)"
|
||||
"c=vec3(.9961,1,.9922),m=.3;"
|
||||
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,m)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||
"return c*max(vec3(0),v);"
|
||||
"float y=.01;"
|
||||
"vec3 n=vec3(0);"
|
||||
"if(m==0.)"
|
||||
"n=vec3(.8314,.2941,.2941),y=.1;"
|
||||
"else if(m==1.)"
|
||||
"n=vec3(.6196,.6118,.6118),y=.7;"
|
||||
"else if(m==2.)"
|
||||
"n=vec3(.3255,.4784,.3255),y=.2;"
|
||||
"else if(m==3.)"
|
||||
"n=vec3(.2471,.3059,.6314),y=1.;"
|
||||
"else if(m==4.)"
|
||||
"n=vec3(.9961,1,.9922),y=.1;"
|
||||
"else if(m==5.)"
|
||||
"n=vec3(.9961,1,.9922),y=.3;"
|
||||
"vec3 e=vec3(0)+t(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,i,f,y)+t(vec3(0,20,15),vec3(.77,.26,.73),30.,v,i,f,y);"
|
||||
"int g=0;"
|
||||
"for(float m=0;m<16.;m++)"
|
||||
"for(float i=0;i<16.;i++)"
|
||||
"{"
|
||||
"vec2 n=(vec2(i,m)+.5)/float(16.);"
|
||||
"vec4 x=texture(d,n);"
|
||||
"if(x.z<.5)"
|
||||
"continue;"
|
||||
"float s=t(vec2(m,i))*2.*acos(-1.);"
|
||||
"vec3 c=normalize(vec3(cos(s),0,sin(s))),l=vec3(t(vec2(i,m))*15.,4,t(vec2(m,i))*15.);"
|
||||
"e+=t(l+c*max(40.-x.z,-40.),vec3(.46,.2,.94)+vec3(.66,.64,.77)*cos(6.28318*(vec3(.91,.62,.97)*(i+m)+vec3(.26,.2,.84))),3.,v,c,f,y);"
|
||||
"g++;"
|
||||
"}"
|
||||
"e+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||
"return n*max(vec3(0),e);"
|
||||
"}"
|
||||
"vec3 e(vec2 v,vec3 f)"
|
||||
"vec3 t(vec2 m,vec3 v)"
|
||||
"{"
|
||||
"f=normalize(vec3(0,-1,10)-f);"
|
||||
"vec3 m=normalize(cross(vec3(0,1,0),f));"
|
||||
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
|
||||
"v=normalize(vec3(0,10,0)-v);"
|
||||
"vec3 y=normalize(cross(vec3(0,1,0),v));"
|
||||
"return normalize(v+m.x*y+m.y*cross(v,y));"
|
||||
"}"
|
||||
"vec3 e()"
|
||||
"vec3 x(vec2 v)"
|
||||
"{"
|
||||
"vec3 f;"
|
||||
"{"
|
||||
"float v=c*.06;"
|
||||
"f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
|
||||
"}"
|
||||
"return f;"
|
||||
"}"
|
||||
"vec3 e(vec2 v)"
|
||||
"{"
|
||||
"vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);"
|
||||
"if(i.x>0.)"
|
||||
"vec3 f=vec3(-10,20,-20),y=t(v,f),i=vec3(0),n=vec3(0);"
|
||||
"f=t(f,y,n);"
|
||||
"if(f.x>0.)"
|
||||
"{"
|
||||
"vec3 v=e(y);"
|
||||
"m=e(y,v,f,i.y);"
|
||||
"vec3 v=x(n);"
|
||||
"i=t(n,v,y,f.y);"
|
||||
"}"
|
||||
"return m;"
|
||||
"return i*exp(-f.x*.01)+mix(i,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(y,vec3(0,-.5,1.8)),0.),clamp(m[1]+m[2]+m[3],0.,1.)*5.)),1.-exp(-f.x*.01))*(1.-exp(-f.x*.01));"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"vec3 v=x(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"f=vec4(v,1);"
|
||||
"}";
|
||||
|
||||
|
||||
@ -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