From e14ce9aff965aabd8152e68a7c0200992752895e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Petri=20J=C3=A4rvisalo?= Date: Wed, 24 Jul 2024 19:00:16 +0300 Subject: [PATCH 1/2] fix for sointu --- sointu_templates/effects.asm | 3 +++ 1 file changed, 3 insertions(+) diff --git a/sointu_templates/effects.asm b/sointu_templates/effects.asm index 6d7d371..747331f 100644 --- a/sointu_templates/effects.asm +++ b/sointu_templates/effects.asm @@ -156,6 +156,9 @@ su_op_dbgain_mono: fsubp st2, st0 ; r x-l' fmul dword [{{.WRK}}+8] ; r*b x-l' fsubp st1, st0 ; x-l'-r*b + {{- .Float 0.5 | .Prepare | indent 4}} + fadd dword [{{.Float 0.5 | .Use}}] ; add and sub small offset to prevent denormalization + fsub dword [{{.Float 0.5 | .Use}}] ; See for example: https://stackoverflow.com/questions/36781881/why-denormalized-floats-are-so-much-slower-than-other-floats-from-hardware-arch fst dword [{{.WRK}}+4] ; h'=x-l'-r*b fmul dword [{{.WRK}}+12] ; f2*h' fadd dword [{{.WRK}}+8] ; f2*h'+b From bdfce751c8fac863e07c9329de7e13330e376cc8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Petri=20J=C3=A4rvisalo?= Date: Wed, 24 Jul 2024 19:25:21 +0300 Subject: [PATCH 2/2] fix music --- 4klang.asm | 84 ++-- 4klang.h | 6 +- 4klang.inc | 6 +- 4klang.yml | 127 +----- base.config | 8 +- music/4k_sg_v2.xrns | Bin 0 -> 27620 bytes music/Crash909.yml | 18 + shadertoy.glsl | 967 ++++++++++++++++++++++++++++++++++++++++++++ 8 files changed, 1041 insertions(+), 175 deletions(-) create mode 100644 music/4k_sg_v2.xrns create mode 100644 music/Crash909.yml create mode 100644 shadertoy.glsl diff --git a/4klang.asm b/4klang.asm index 9a82c54..c682422 100644 --- a/4klang.asm +++ b/4klang.asm @@ -1,6 +1,6 @@ -%define SU_LENGTH_IN_SAMPLES 3968832 +%define SU_LENGTH_IN_SAMPLES 3740512 %define SU_SAMPLE_RATE 44100 -%define SU_BPM 112. +%define SU_BPM 116. ;------------------------------------------------------------------------------- ; unit struct @@ -85,8 +85,8 @@ su_render_rowloop: ; loop through every row in the song xor eax, eax ; ecx is the current sample within row su_render_sampleloop: ; loop through every sample in the row push eax ; Stack: Sample, Row, GlobalTick, RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr - push 1013380 ; Stack: PolyphonyBitmask, Sample, Row, GlobalTick, RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr ; does the next voice reuse the current opcodes? - push 20 ; Stack: VoicesRemain, PolyphonyBitmask, Sample, Row, GlobalTick, RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr + push 126672 ; Stack: PolyphonyBitmask, Sample, Row, GlobalTick, RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr ; does the next voice reuse the current opcodes? + push 17 ; Stack: VoicesRemain, PolyphonyBitmask, Sample, Row, GlobalTick, RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr mov edx, dword su_synth_obj ; edx points to the synth object mov ebx, dword su_patch_opcodes ; COM points to vm code mov esi, dword su_patch_operands ; VAL points to unit params @@ -114,11 +114,11 @@ su_render_sampleloop: ; loop through every sample in the row pop eax ; eax = Sample, Stack: Row, GlobalTick, RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr inc dword [esp + 4] ; increment global time, used by delays inc eax - cmp eax, 5906 + cmp eax, 5702 jl su_render_sampleloop pop eax ; eax = Row, Stack: GlobalTick, RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr ; Stack: pushad ptr inc eax - cmp eax, 672 + cmp eax, 656 jl su_render_rowloop ; rewind the stack the entropy of multiple pop eax is probably lower than add pop eax ; eax = GlobalTick, Stack: RandSeed, VoiceTrackBitmask, edi, esi, ebp, esp, ebx, edx, ecx, eax, retaddr_su_render_song, OutputBufPtr @@ -183,7 +183,7 @@ su_update_voices_skipreset: su_update_voices_nexttrack: pop ebx ; ebx=first voice of next instrument, Stack: ptrnrow pop edx ; edx=patrnrow - add esi, 42 + add esi, 41 inc ebp cmp ebp,su_synth_obj + 11 jl su_update_voices_trackloop @@ -292,33 +292,6 @@ su_op_xch: ret -;------------------------------------------------------------------------------- -; HOLD opcode: sample and hold the signal, reducing sample rate -;------------------------------------------------------------------------------- -; Mono version: holds the signal at a rate defined by the freq parameter -; Stereo version: holds both channels -;------------------------------------------------------------------------------- -section .su_op_hold code align=1 -su_op_hold: - fld dword [edx] ; f x - fmul st0, st0 ; f^2 x - fchs ; -f^2 x - fadd dword [ebp] ; p-f^2 x - fst dword [ebp] ; p <- p-f^2 - fldz ; 0 p x - fucomip st1 ; p x - fstp dword [esp-4] ; t=p, x - jc short su_op_hold_holding ; if (0 < p) goto holding - fld1 ; 1 x - fadd dword [esp-4] ; 1+t x - fstp dword [ebp] ; x - fst dword [ebp+4] ; save holded value - ret ; x -su_op_hold_holding: - fstp st0 ; - fld dword [ebp+4] ; x - ret - ;------------------------------------------------------------------------------- ; FILTER opcode: perform low/high/band-pass/notch etc. filtering on the signal ;------------------------------------------------------------------------------- @@ -338,7 +311,9 @@ su_op_filter: fst dword [ebp] ; l'=f2*b+l r x fsubp st2, st0 ; r x-l' fmul dword [ebp+8] ; r*b x-l' - fsubp st1, st0 ; x-l'-r*b + fsubp st1, st0 ; x-l'-r*b + fadd dword [FCONST_0_500000] ; add and sub small offset to prevent denormalization + fsub dword [FCONST_0_500000] ; See for example: https://stackoverflow.com/questions/36781881/why-denormalized-floats-are-so-much-slower-than-other-floats-from-hardware-arch fst dword [ebp+4] ; h'=x-l'-r*b fmul dword [ebp+12] ; f2*h' fadd dword [ebp+8] ; f2*h'+b @@ -356,10 +331,6 @@ su_op_filter_skipbandpass: jz short su_op_filter_skiphighpass fadd dword [ebp+4] su_op_filter_skiphighpass: - test al, byte 0x08 - jz short su_op_filter_skipnegbandpass - fsub dword [ebp+8] -su_op_filter_skipnegbandpass: test al, byte 0x04 jz short su_op_filter_skipneghighpass fsub dword [ebp+4] @@ -922,7 +893,6 @@ su_vm_jumptable: dd su_op_delay dd su_op_send dd su_op_noise - dd su_op_hold dd su_op_in dd su_op_out @@ -943,7 +913,6 @@ su_vm_transformcounts: db 4 db 1 db 2 - db 1 db 0 db 1 @@ -1038,26 +1007,26 @@ su_patterns: db 47,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 db 38,1,1,1,1,1,1,1,1,1,49,1,1,1,1,1 db 1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0 + db 60,1,1,1,60,1,1,1,60,1,1,1,60,1,1,1 db 60,1,1,1,62,62,62,62,1,1,62,1,1,62,1,1 db 62,1,1,1,62,62,62,62,1,1,62,1,1,62,1,1 - db 62,1,1,1,62,1,1,1,62,1,1,1,62,1,62,62 ;------------------------------------------------------------------------------- ; Tracks ;------------------------------------------------------------------------------- section .su_tracks data align=1 su_tracks: - db 16,1,1,2,3,4,5,6,1,7,7,7,7,7,7,7,7,7,7,8,8,9,10,11,12,7,7,11,12,13,14,15,1,13,14,15,1,0,1,1,1,1 - db 17,1,1,1,1,1,18,1,1,19,19,19,19,19,19,19,19,19,19,20,20,21,22,23,24,19,19,23,24,25,26,27,1,25,26,27,1,0,1,1,1,1 - db 0,28,1,1,1,1,28,1,1,20,20,20,20,20,20,20,20,20,20,24,24,19,19,24,29,20,20,24,29,30,31,32,1,30,31,32,1,0,1,1,1,1 - db 0,1,33,1,1,1,33,1,1,34,34,34,34,34,34,34,34,34,34,29,29,35,35,29,36,34,34,29,36,37,38,39,1,37,38,39,1,0,1,1,1,1 - db 0,1,1,40,41,31,42,43,1,44,44,44,44,44,44,44,44,44,44,36,36,45,45,36,1,44,44,36,1,46,47,48,1,46,47,48,1,0,1,1,1,1 - db 0,1,1,1,1,1,1,1,1,7,7,7,7,7,7,7,7,7,7,29,29,35,35,29,29,19,19,29,29,49,49,50,50,49,49,50,50,0,1,1,1,1 - db 0,1,1,1,1,1,1,1,1,19,19,19,19,19,19,19,19,19,19,51,51,52,52,51,51,45,45,51,51,53,53,54,54,53,53,54,54,0,1,1,1,1 - db 0,1,1,1,1,1,1,1,1,1,1,1,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,72,76,77,78,79,80,1,1,1 - db 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,81,82,27,1,83,82,27,84,1,1,1,1,1 - db 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - db 0,1,1,1,1,1,1,1,1,85,86,85,86,85,86,85,86,85,86,86,86,86,86,86,86,86,86,86,86,87,53,87,53,87,53,87,53,0,1,1,1,1 + db 16,1,1,2,3,4,5,6,1,7,7,7,7,7,7,7,7,7,7,8,8,9,10,11,12,7,7,11,12,13,14,15,1,13,14,15,1,0,1,1,1 + db 17,1,1,1,1,1,18,1,1,19,19,19,19,19,19,19,19,19,19,20,20,21,22,23,24,19,19,23,24,25,26,27,1,25,26,27,1,0,1,1,1 + db 0,28,1,1,1,1,28,1,1,20,20,20,20,20,20,20,20,20,20,24,24,19,19,24,29,20,20,24,29,30,31,32,1,30,31,32,1,0,1,1,1 + db 0,1,33,1,1,1,33,1,1,34,34,34,34,34,34,34,34,34,34,29,29,35,35,29,36,34,34,29,36,37,38,39,1,37,38,39,1,0,1,1,1 + db 0,1,1,40,41,31,42,43,1,44,44,44,44,44,44,44,44,44,44,36,36,45,45,36,1,44,44,36,1,46,47,48,1,46,47,48,1,0,1,1,1 + db 0,1,1,1,1,1,1,1,1,7,7,7,7,7,7,7,7,7,7,29,29,35,35,29,29,19,19,29,29,49,49,50,50,49,49,50,50,0,1,1,1 + db 0,1,1,1,1,1,1,1,1,19,19,19,19,19,19,19,19,19,19,51,51,52,52,51,51,45,45,51,51,53,53,54,54,53,53,54,54,0,1,1,1 + db 0,1,1,1,1,1,1,1,1,1,1,1,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,72,76,77,78,79,80,1,1 + db 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,81,82,27,1,83,82,27,84,1,1,1,1 + db 0,1,1,1,1,1,1,1,1,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,1,1,1,1 + db 0,1,1,1,1,1,1,1,1,86,87,86,87,86,87,86,87,86,87,86,87,86,87,86,87,86,87,86,87,86,87,86,87,86,87,86,87,0,1,1,1 ;------------------------------------------------------------------------------- ; Sample offsets ;------------------------------------------------------------------------------- @@ -1084,16 +1053,13 @@ su_sample_offsets: dd 560606 dw 4276 dw 1 - dd 433554 - dw 2615 - dw 5676 ;------------------------------------------------------------------------------- ; Delay times ;------------------------------------------------------------------------------- section .su_delay_times data align=1 su_delay_times: - dw 5230,4533,23625,47250,1116,1188,1276,1356,1422,1492,1556,1618,1140,1212,1300,1380,1446,1516,1580,1642 + dw 5230,4533,22810,45620,1116,1188,1276,1356,1422,1492,1556,1618,1140,1212,1300,1380,1446,1516,1580,1642 ;------------------------------------------------------------------------------- @@ -1101,14 +1067,14 @@ su_delay_times: ;------------------------------------------------------------------------------- section .su_patch_opcodes data align=1 su_patch_opcodes: - db 2,4,4,6,8,10,2,4,4,6,12,8,10,15,17,0,2,4,4,8,14,10,18,21,17,0,3,5,11,19,21,17,2,4,10,22,0,2,22,2,4,4,8,4,14,8,10,14,18,17,0,2,4,10,18,17,0,2,4,10,2,24,10,14,14,8,18,17,2,22,2,22,0,2,2,10,24,10,14,14,18,17,24,26,22,0,3,5,11,19,17,0,29,21,31,0 + db 2,4,4,6,8,10,2,4,4,6,12,8,10,15,17,0,2,4,4,8,14,10,18,21,17,0,3,5,11,19,21,17,2,4,10,22,0,2,4,4,8,4,14,8,10,14,18,17,0,2,4,10,18,17,0,2,4,10,2,24,10,14,14,8,18,17,0,27,21,29,0 ;------------------------------------------------------------------------------- ; The parameters / inputs to each opcode ;------------------------------------------------------------------------------- section .su_patch_operands data align=1 su_patch_operands: - db 57,85,62,63,84,91,65,0,0,67,35,128,79,61,0,1,65,78,128,32,57,87,50,64,71,91,54,0,0,64,64,128,79,62,0,1,80,68,128,64,92,128,96,27,25,10,70,0,72,61,77,32,0,2,81,74,130,77,48,0,2,42,128,128,47,128,112,64,69,128,53,98,0,1,39,33,0,67,87,71,128,62,64,0,3,63,88,128,73,76,128,61,16,2,1,92,76,95,0,92,89,82,81,64,0,128,64,128,72,89,41,0,20,71,40,74,128,37,75,0,40,65,77,71,74,52,64,64,126,64,128,66,64,64,75,118,61,128,33,93,64,42,4,104,128,128,50,100,68,94,128,64,64,31,5,0,43,89,50,128,79,42,0,5,72,128,128,64,124,0,14,68,0,0,110,76,52,0,6,81,53,128,0,68,0,0,83,2,39,110,128,68,118,112,64,59,128,8,47,54,0,0,128,19,120,0,54,68,70,0,128,26,255,255,0,61,0,0,128,18,62,0,0,94,52,63,116,98,56,119,128,64,64,59,0,65,9,0,20,104,0,0,79,0,77,64,76,68,0,7,64,128,128,50,64,64,2,30,128,125,25,4,15,128 + db 57,85,62,63,84,91,65,0,0,67,35,128,79,61,0,1,65,78,128,32,57,87,50,64,71,91,54,0,0,64,64,128,79,62,0,1,80,68,128,64,92,128,96,27,41,10,70,0,72,61,77,32,0,2,81,74,130,77,48,0,2,42,128,128,47,128,112,64,69,128,53,98,0,1,39,33,0,67,87,71,128,62,64,0,3,63,88,128,73,76,128,61,16,2,1,92,76,95,0,92,89,82,81,64,0,128,64,128,72,89,41,0,40,65,77,71,74,52,64,64,126,64,128,66,64,64,75,118,61,128,33,93,64,42,4,104,128,128,50,100,68,94,128,64,64,39,0,0,43,89,50,128,79,42,0,5,72,128,128,64,124,0,14,68,0,0,110,76,52,0,6,81,53,128,0,68,0,0,83,2,39,128,67,68,110,116,64,59,128,8,2,30,128,125,25,4,15,128 ;------------------------------------------------------------------------------- ; Constants diff --git a/4klang.h b/4klang.h index b63d983..896e260 100644 --- a/4klang.h +++ b/4klang.h @@ -3,14 +3,14 @@ #define SU_RENDER_H #define SU_CHANNEL_COUNT 2 -#define SU_LENGTH_IN_SAMPLES 3968832 +#define SU_LENGTH_IN_SAMPLES 3740512 #define SU_BUFFER_LENGTH (SU_LENGTH_IN_SAMPLES*SU_CHANNEL_COUNT) #define SU_SAMPLE_RATE 44100 -#define SU_BPM 112 +#define SU_BPM 116 #define SU_ROWS_PER_BEAT 4 #define SU_ROWS_PER_PATTERN 16 -#define SU_LENGTH_IN_PATTERNS 42 +#define SU_LENGTH_IN_PATTERNS 41 #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)) diff --git a/4klang.inc b/4klang.inc index 720d68c..18b2af3 100644 --- a/4klang.inc +++ b/4klang.inc @@ -3,14 +3,14 @@ %define PLAYER_INC %define SU_CHANNEL_COUNT 2 -%define SU_LENGTH_IN_SAMPLES 3968832 +%define SU_LENGTH_IN_SAMPLES 3740512 %define SU_BUFFER_LENGTH (SU_LENGTH_IN_SAMPLES*SU_CHANNEL_COUNT) %define SU_SAMPLE_RATE 44100 -%define SU_BPM 112 +%define SU_BPM 116 %define SU_ROWS_PER_BEAT 4 %define SU_ROWS_PER_PATTERN 16 -%define SU_LENGTH_IN_PATTERNS 42 +%define SU_LENGTH_IN_PATTERNS 41 %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_SAMPLE_SIZE 2 diff --git a/4klang.yml b/4klang.yml index 914c705..9073491 100644 --- a/4klang.yml +++ b/4klang.yml @@ -1,42 +1,42 @@ -bpm: 112 +bpm: 116 rowsperbeat: 4 score: tracks: - numvoices: 1 - order: [0, -1, -1, 1, 2, 3, 4, 5, -1, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 8, 9, 10, 11, 6, 6, 10, 11, 12, 13, 14, -1, 12, 13, 14, -1, 15, -1, -1, -1, -1] + order: [0, -1, -1, 1, 2, 3, 4, 5, -1, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 8, 9, 10, 11, 6, 6, 10, 11, 12, 13, 14, -1, 12, 13, 14, -1, 15, -1, -1, -1] patterns: [[21, 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], [1, 1, 1, 1, 62, 1, 64, 1, 65, 1, 1, 1, 67, 1, 1, 1], [69, 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, 64, 62], [64, 1, 1, 1, 1, 1, 1, 1, 69, 1, 1, 1, 1, 1, 1, 1], [33, 0, 1, 1, 33, 33, 33, 33, 0, 1, 33, 0, 1, 33, 0, 1], [28, 0, 1, 1, 28, 28, 28, 28, 0, 1, 28, 0, 1, 28, 0, 1], [26, 1, 1, 1, 26, 26, 26, 28, 0, 1, 28, 0, 1, 28, 0, 1], [23, 0, 1, 1, 23, 23, 23, 23, 0, 1, 23, 0, 1, 23, 0, 1], [28, 1, 1, 1, 28, 28, 28, 30, 0, 1, 30, 0, 1, 30, 0, 1], [32, 0, 1, 1, 32, 32, 32, 32, 0, 1, 32, 0, 1, 32, 0, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 25, 1, 1, 1, 1, 1], [23, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [28, 1, 1, 1, 1, 1, 1, 1, 30, 1, 1, 1, 1, 1, 32, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] - numvoices: 1 - order: [0, -1, -1, -1, -1, -1, 1, -1, -1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 4, 5, 6, 7, 2, 2, 6, 7, 8, 9, 10, -1, 8, 9, 10, -1, 11, -1, -1, -1, -1] + order: [0, -1, -1, -1, -1, -1, 1, -1, -1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 4, 5, 6, 7, 2, 2, 6, 7, 8, 9, 10, -1, 8, 9, 10, -1, 11, -1, -1, -1] patterns: [[33, 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], [45, 0, 1, 1, 45, 45, 45, 45, 0, 1, 45, 0, 1, 45, 0, 1], [40, 0, 1, 1, 40, 40, 40, 40, 0, 1, 40, 0, 1, 40, 0, 1], [38, 0, 1, 1, 38, 38, 38, 40, 0, 1, 40, 0, 1, 40, 0, 1], [35, 0, 1, 1, 35, 35, 35, 35, 0, 1, 35, 0, 1, 35, 0, 1], [40, 0, 1, 1, 40, 40, 40, 42, 0, 1, 42, 0, 1, 42, 0, 1], [47, 0, 1, 1, 47, 47, 47, 47, 0, 1, 47, 0, 1, 47, 0, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 37, 1, 1, 1, 1, 1], [35, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [40, 1, 1, 1, 1, 1, 1, 1, 42, 1, 1, 1, 1, 1, 44, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] - numvoices: 1 - order: [-1, 0, -1, -1, -1, -1, 0, -1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3, 2, 4, 1, 1, 2, 4, 5, 6, 7, -1, 5, 6, 7, -1, 8, -1, -1, -1, -1] + order: [-1, 0, -1, -1, -1, -1, 0, -1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3, 2, 4, 1, 1, 2, 4, 5, 6, 7, -1, 5, 6, 7, -1, 8, -1, -1, -1] patterns: [[40, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [40, 0, 1, 1, 40, 40, 40, 40, 0, 1, 40, 0, 1, 40, 0, 1], [47, 0, 1, 1, 47, 47, 47, 47, 0, 1, 47, 0, 1, 47, 0, 1], [45, 0, 1, 1, 45, 45, 45, 45, 0, 1, 45, 0, 1, 45, 0, 1], [44, 0, 1, 1, 44, 44, 44, 44, 0, 1, 44, 0, 1, 44, 0, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 57, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [59, 1, 1, 1, 1, 1, 1, 1, 59, 1, 1, 1, 1, 1, 59, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] - numvoices: 1 - order: [-1, -1, 0, -1, -1, -1, 0, -1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3, 2, 4, 1, 1, 2, 4, 5, 6, 7, -1, 5, 6, 7, -1, 8, -1, -1, -1, -1] + order: [-1, -1, 0, -1, -1, -1, 0, -1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3, 2, 4, 1, 1, 2, 4, 5, 6, 7, -1, 5, 6, 7, -1, 8, -1, -1, -1] patterns: [[49, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [49, 0, 1, 1, 49, 49, 49, 49, 0, 1, 49, 0, 1, 49, 0, 1], [44, 0, 1, 1, 44, 44, 44, 44, 0, 1, 44, 0, 1, 44, 0, 1], [42, 0, 1, 1, 42, 42, 42, 42, 0, 1, 42, 0, 1, 42, 0, 1], [59, 0, 1, 1, 59, 59, 59, 59, 0, 1, 59, 0, 1, 59, 0, 1], [54, 1, 1, 1, 1, 1, 1, 1, 1, 1, 54, 1, 1, 1, 1, 1], [54, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [56, 1, 1, 1, 1, 1, 1, 1, 56, 1, 1, 1, 1, 1, 56, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] - numvoices: 1 - order: [-1, -1, -1, 0, 1, 2, 3, 4, -1, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 7, 7, 6, -1, 5, 5, 6, -1, 8, 9, 10, -1, 8, 9, 10, -1, 11, -1, -1, -1, -1] + order: [-1, -1, -1, 0, 1, 2, 3, 4, -1, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 7, 7, 6, -1, 5, 5, 6, -1, 8, 9, 10, -1, 8, 9, 10, -1, 11, -1, -1, -1] patterns: [[64, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 50, 1, 52, 1, 53, 1, 1, 1, 55, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [65, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 52, 50], [52, 1, 1, 1, 1, 1, 1, 1, 57, 1, 1, 1, 1, 1, 1, 1], [52, 0, 1, 1, 52, 52, 52, 52, 0, 1, 52, 0, 1, 52, 0, 1], [59, 0, 1, 1, 59, 59, 59, 59, 0, 1, 59, 0, 1, 59, 0, 1], [57, 0, 1, 1, 57, 57, 57, 57, 0, 1, 57, 0, 1, 57, 0, 1], [62, 1, 1, 1, 1, 1, 1, 1, 1, 1, 62, 1, 1, 1, 1, 1], [62, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [64, 1, 1, 1, 1, 1, 1, 1, 64, 1, 1, 1, 1, 1, 64, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] - numvoices: 2 - order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 1, 1, 3, 3, 1, 1, 4, 4, 5, 5, 4, 4, 5, 5, 6, -1, -1, -1, -1] + order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 1, 1, 3, 3, 1, 1, 4, 4, 5, 5, 4, 4, 5, 5, 6, -1, -1, -1] patterns: [[33, 0, 1, 1, 33, 33, 33, 33, 0, 1, 33, 0, 1, 33, 0, 1], [44, 0, 1, 1, 44, 44, 44, 44, 0, 1, 44, 0, 1, 44, 0, 1], [42, 0, 1, 1, 42, 42, 42, 42, 0, 1, 42, 0, 1, 42, 0, 1], [45, 0, 1, 1, 45, 45, 45, 45, 0, 1, 45, 0, 1, 45, 0, 1], [50, 1, 1, 1, 50, 1, 1, 1, 50, 1, 1, 1, 50, 1, 1, 1], [52, 1, 1, 1, 52, 1, 1, 1, 52, 1, 1, 1, 52, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] - numvoices: 2 - order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 1, 1, 3, 3, 1, 1, 4, 4, 5, 5, 4, 4, 5, 5, 6, -1, -1, -1, -1] + order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 1, 1, 3, 3, 1, 1, 4, 4, 5, 5, 4, 4, 5, 5, 6, -1, -1, -1] patterns: [[45, 0, 1, 1, 45, 45, 45, 45, 0, 1, 45, 0, 1, 45, 0, 1], [56, 0, 1, 1, 56, 56, 56, 56, 0, 1, 56, 0, 1, 56, 0, 1], [54, 0, 1, 1, 54, 54, 54, 54, 0, 1, 54, 0, 1, 54, 0, 1], [57, 0, 1, 1, 57, 57, 57, 57, 0, 1, 57, 0, 1, 57, 0, 1], [62, 1, 1, 1, 62, 1, 1, 1, 62, 1, 1, 1, 62, 1, 1, 1], [64, 1, 1, 1, 64, 1, 1, 1, 64, 1, 1, 1, 64, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] - numvoices: 3 - order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 17, 21, 22, 23, 24, 25, -1, -1, -1] + order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 17, 21, 22, 23, 24, 25, -1, -1] patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 69, 1, 1, 1], [73, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1], [74, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 73, 1, 0, 71], [73, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 73, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1], [85, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 81], [80, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 0, 1, 1, 1, 78, 1, 1, 1, 1, 1, 1, 80], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 78, 1, 1, 80], [81, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 83, 1, 1, 81], [80, 1, 1, 1, 1, 1, 1, 1, 81, 1, 1, 1, 1, 1, 1, 1], [83, 1, 1, 1, 1, 1, 0, 1, 81, 1, 1, 1, 1, 1, 1, 83], [85, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 85, 83, 85, 86], [85, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 81, 83, 85, 86], [83, 1, 1, 1, 1, 1, 1, 1, 81, 1, 1, 1, 1, 1, 83, 81], [80, 1, 1, 1, 1, 1, 1, 1, 76, 78, 80, 83, 80, 81, 83, 88], [86, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 0, 1, 86, 1, 1, 1, 85, 1, 1, 1], [83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 0, 1, 1, 83, 1, 1, 1, 88, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 0, 86, 1, 1, 1, 88, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 0, 1, 76, 1, 1, 1, 1, 1, 1, 1], [81, 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, 1, 1, 1, 1]] - numvoices: 2 - 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, 0, 1, 2, -1, 3, 1, 2, 4, -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, 0, 1, 2, -1, 3, 1, 2, 4, -1, -1, -1, -1] patterns: [[50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 49, 1, 1, 1, 1, 1], [47, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [40, 1, 1, 1, 1, 1, 1, 1, 42, 1, 1, 1, 1, 1, 44, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 49, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 0, 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, -1, -1, -1, -1, -1, -1] - patterns: [] + order: [-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, -1, -1, -1, -1] + patterns: [[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, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 2, 3, 2, 3, 2, 3, 4, -1, -1, -1, -1] - patterns: [[60, 1, 1, 1, 62, 62, 62, 62, 1, 1, 62, 1, 1, 62, 1, 1], [62, 1, 1, 1, 62, 62, 62, 62, 1, 1, 62, 1, 1, 62, 1, 1], [62, 1, 1, 1, 62, 1, 1, 1, 62, 1, 1, 1, 62, 1, 62, 62], [62, 1, 1, 1, 62, 1, 1, 1, 62, 1, 1, 1, 62, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] + order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 2, -1, -1, -1] + patterns: [[60, 1, 1, 1, 62, 62, 62, 62, 1, 1, 62, 1, 1, 62, 1, 1], [62, 1, 1, 1, 62, 62, 62, 62, 1, 1, 62, 1, 1, 62, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]] rowsperpattern: 16 - length: 42 + length: 41 patch: - name: Strings numvoices: 5 @@ -84,7 +84,7 @@ patch: parameters: {bandpass: 1, frequency: 92, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 128, stereo: 1} - type: outaux id: 23 - parameters: {auxgain: 25, outgain: 27, stereo: 1} + parameters: {auxgain: 41, outgain: 27, stereo: 1} - name: Pizzicato numvoices: 4 units: @@ -149,15 +149,9 @@ patch: - type: send id: 1038 parameters: {amount: 89, port: 1, sendpop: 1, stereo: 0, target: 1037, unit: 0, voice: 0} - - name: FatBass + - name: Bass numvoices: 2 units: - - type: envelope - id: 1 - parameters: {attack: 20, decay: 71, gain: 128, release: 74, stereo: 0, sustain: 40} - - type: send - id: 30 - parameters: {amount: 37, port: 3, sendpop: 1, target: 400, voice: 0} - type: envelope id: 21 parameters: {attack: 40, decay: 65, gain: 74, release: 71, stereo: 0, sustain: 77} @@ -172,10 +166,6 @@ patch: - type: oscillator id: 1033 parameters: {color: 62, detune: 64, gain: 128, looplength: 905, loopstart: 6513, phase: 42, samplestart: 1252819, shape: 104, stereo: 0, transpose: 93, type: 4, unison: 0} - - type: filter - id: 1034 - parameters: {bandpass: 0, frequency: 69, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 128, stereo: 0} - disabled: true - type: filter id: 1035 parameters: {bandpass: 0, frequency: 50, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 100, stereo: 0} @@ -185,10 +175,6 @@ patch: - type: mulp id: 22 parameters: {stereo: 0} - - type: filter - id: 170 - parameters: {bandpass: 0, frequency: 52, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 128, stereo: 0} - disabled: true - type: filter parameters: {bandpass: 0, frequency: 94, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 128, stereo: 0} - type: pan @@ -196,8 +182,8 @@ patch: parameters: {panning: 64, stereo: 0} - type: outaux id: 19 - parameters: {auxgain: 5, outgain: 31, stereo: 1} - - name: Instr + parameters: {auxgain: 0, outgain: 39, stereo: 1} + - name: kick numvoices: 1 units: - type: envelope @@ -224,7 +210,6 @@ patch: - type: oscillator id: 200 parameters: {color: 48, detune: 52, gain: 53, lfo: 0, looplength: 1, loopstart: 4276, phase: 0, samplestart: 560606, shape: 81, stereo: 0, transpose: 76, type: 4} - - parameters: {} - type: mulp parameters: {panning: 64, stereo: 0} - type: envelope @@ -235,85 +220,15 @@ patch: parameters: {stereo: 0} - type: filter id: 201 - parameters: {bandpass: 0, frequency: 110, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0} + parameters: {bandpass: 0, frequency: 128, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 67, stereo: 0} - type: filter - parameters: {bandpass: 0, frequency: 118, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0} + parameters: {bandpass: 0, frequency: 110, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 116, stereo: 0} - type: addp parameters: {stereo: 0} - type: pan parameters: {panning: 59, stereo: 0} - type: outaux parameters: {auxgain: 8, outgain: 128, stereo: 1} - - type: envelope - parameters: {attack: 38, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0} - disabled: true - - type: send - parameters: {amount: 70, port: 0, sendpop: 1, target: 200} - disabled: true - - type: envelope - parameters: {attack: 47, decay: 54, gain: 128, release: 0, stereo: 0, sustain: 0} - - type: send - parameters: {amount: 19, port: 0, sendpop: 1, target: 201} - - type: envelope - parameters: {attack: 54, decay: 68, gain: 128, release: 0, stereo: 0, sustain: 70} - - type: send - parameters: {amount: 26, port: 0, sendpop: 1, target: 202} - - name: hihat closed - numvoices: 1 - units: - - type: envelope - id: 1 - parameters: {attack: 0, decay: 61, gain: 128, release: 0, stereo: 0, sustain: 0} - - type: envelope - id: 13 - parameters: {attack: 18, decay: 62, gain: 94, release: 0, stereo: 0, sustain: 0} - - type: mulp - id: 14 - parameters: {stereo: 0} - - type: noise - id: 2 - parameters: {gain: 63, shape: 52, stereo: 0} - - type: mulp - id: 3 - parameters: {stereo: 0} - - type: filter - id: 4 - parameters: {bandpass: 1, frequency: 116, highpass: 1, lowpass: 0, negbandpass: 1, neghighpass: 0, resonance: 98, stereo: 0} - - type: filter - id: 12 - parameters: {bandpass: 0, frequency: 119, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 128, stereo: 0} - - type: pan - id: 5 - parameters: {panning: 64, stereo: 0} - - type: outaux - id: 6 - parameters: {auxgain: 0, outgain: 59, stereo: 1} - - type: noise - id: 10 - parameters: {gain: 9, shape: 65, stereo: 0} - - type: hold - parameters: {holdfreq: 0, stereo: 0} - - type: send - id: 11 - parameters: {amount: 20, port: 0, sendpop: 1, stereo: 0, target: 4, unit: 0, voice: 0} - - name: Crash909 - numvoices: 2 - units: - - type: envelope - id: 1 - parameters: {attack: 0, decay: 79, gain: 64, release: 77, stereo: 1, sustain: 0} - - type: oscillator - id: 2 - parameters: {color: 64, detune: 68, gain: 128, looplength: 5676, loopstart: 2615, phase: 0, samplestart: 433554, shape: 64, stereo: 1, transpose: 76, type: 4, unison: 0} - - type: mulp - id: 3 - parameters: {stereo: 1} - - type: pan - id: 5 - parameters: {damp: 0, dry: 128, feedback: 96, notetracking: 2, panning: 50, pregain: 40, stereo: 1} - - type: outaux - id: 6 - parameters: {auxgain: 64, outgain: 64, panning: 64, stereo: 1} - name: Global numvoices: 1 units: diff --git a/base.config b/base.config index e3c7683..b8987aa 100644 --- a/base.config +++ b/base.config @@ -43,11 +43,11 @@ USE_WIDECHAR_TEXTS=1 ########### Time base ########### USE_TIME_DIVIDER_IN_X86_CODE=1 -TIME_DIVIDER=94500.000 +TIME_DIVIDER=91241.383 TIME_BASE=bars AUDIO_DELAY=2048 -PROD_END_TIME=3970880 +PROD_END_TIME=3742560 ########### Final product ########### @@ -61,9 +61,9 @@ QUOTE=\" CRINKLER_ORDERTRIES=4000 -AUDIO_BUFFER_ALLOCATED_LENGTH=3970880 +AUDIO_BUFFER_ALLOCATED_LENGTH=3742560 AUDIO_SAMPLING_RATE=44100 LOOP_END=5.0 LOOP_START=3.0 LOOP_ENABLED=0 -TIME_DIVIDER_INT=94500 +TIME_DIVIDER_INT=91241 diff --git 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parameters: {attack: 0, decay: 79, gain: 64, release: 77, stereo: 1, sustain: 0} + - type: oscillator + id: 2 + parameters: {color: 64, detune: 68, gain: 128, looplength: 5676, loopstart: 2615, phase: 0, samplestart: 433554, shape: 64, stereo: 1, transpose: 76, type: 4, unison: 0} + - type: mulp + id: 3 + parameters: {stereo: 1} + - type: pan + id: 5 + parameters: {damp: 0, dry: 128, feedback: 96, notetracking: 2, panning: 50, pregain: 40, stereo: 1} + - type: outaux + id: 6 + parameters: {auxgain: 64, outgain: 64, panning: 64, stereo: 1} diff --git a/shadertoy.glsl b/shadertoy.glsl new file mode 100644 index 0000000..5c34965 --- /dev/null +++ b/shadertoy.glsl @@ -0,0 +1,967 @@ +#define u_time iTime +#define u_resolution iResolution + +precision mediump float; + + +struct Ray { + vec3 rd; + vec3 dir; +}; + +vec2 getUV(vec2 offset) { + vec2 uv = 2.0 *((gl_FragCoord.xy + offset*0.5)/u_resolution.xy - 0.5); + uv.x *= u_resolution.x/u_resolution.y; // Correct for aspect ratio + return uv; +} + +mat2 scale(vec2 scale){ + return mat2(1. / scale.x, 0.0, 0.0, 1./scale.y); +} + +//////////////////////////////////////////////////////////////// +// +// HG_SDF +// +// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS +// +// version 2021-07-28 +// +// Check https://mercury.sexy/hg_sdf for updates +// and usage examples. Send feedback to spheretracing@mercury.sexy. +// +// Brought to you by MERCURY https://mercury.sexy/ +// +// +// +// Released dual-licensed under +// Creative Commons Attribution-NonCommercial (CC BY-NC) +// or +// MIT License +// at your choice. +// +// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0 +// +// ///// + + +//////////////////////////////////////////////////////////////// +// +// HELPER FUNCTIONS/MACROS +// +//////////////////////////////////////////////////////////////// + +const float PI = 3.14159265; +const float TAU = (2.*PI); +const float PHI = sqrt(5.)*0.5 + 0.5; + +// Sign function that doesn't return 0 +float sgn(float x) { + return (x < 0. )? -1. : 1.; +} + +vec2 sgn(vec2 v) { + return vec2((v.x<0.)?-1.:1., (v.y<0.)?-1.:1.); +} + +float square (float x) { + return x*x; +} + +vec2 square (vec2 x) { + return x*x; +} + +vec3 square (vec3 x) { + return x*x; +} + +float lengthSqr(vec3 x) { + return dot(x, x); +} + + +// Maximum/minumum elements of a vector +float vmax(vec2 v) { + return max(v.x, v.y); +} + +float vmax(vec3 v) { + return max(max(v.x, v.y), v.z); +} + +float vmax(vec4 v) { + return max(max(v.x, v.y), max(v.z, v.w)); +} + +float vmin(vec2 v) { + return min(v.x, v.y); +} + +float vmin(vec3 v) { + return min(min(v.x, v.y), v.z); +} + +float vmin(vec4 v) { + return min(min(v.x, v.y), min(v.z, v.w)); +} + +//////////////////////////////////////////////////////////////// +// +// PRIMITIVE DISTANCE FUNCTIONS +// +//////////////////////////////////////////////////////////////// +// +// Conventions: +// +// Everything that is a distance function is called fSomething. +// The first argument is always a point in 2 or 3-space called

. +// Unless otherwise noted, (if the object has an intrinsic "up" +// side or direction) the y axis is "up" and the object is +// centered at the origin. +// +//////////////////////////////////////////////////////////////// + +float fSphere(vec3 p, float r) { + return length(p) - r; +} + +// Plane with normal n (n is normalized) at some distance from the origin +float fPlane(vec3 p, vec3 n, float distanceFromOrigin) { + return dot(p, n) + distanceFromOrigin; +} + +// Cheap Box: distance to corners is overestimated +float fBoxCheap(vec3 p, vec3 b) { //cheap box + return vmax(abs(p) - b); +} + +// Box: correct distance to corners +float fBox(vec3 p, vec3 b) { + vec3 d = abs(p) - b; + return length(max(d, vec3(0))) + vmax(min(d, vec3(0))); +} + +// Same as above, but in two dimensions (an endless box) +float fBox2Cheap(vec2 p, vec2 b) { + return vmax(abs(p)-b); +} + +float fBox2(vec2 p, vec2 b) { + vec2 d = abs(p) - b; + return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.))); +} + + +// Endless "corner" +float fCorner (vec2 p) { + return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.))); +} + +// Cylinder standing upright on the xz plane +float fCylinder(vec3 p, float r, float height) { + float d = length(p.xz) - r; + d = max(d, abs(p.y) - height); + return d; +} + +// Capsule: A Cylinder with round caps on both sides +float fCapsule(vec3 p, float r, float c) { + return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y))); +} + +// Distance to line segment between and , used for fCapsule() version 2below +float fLineSegment(vec3 p, vec3 a, vec3 b) { + vec3 ab = b - a; + float t = clamp( dot(p - a, ab) / dot(ab, ab), 0., 1. ); + return length((ab*t + a) - p); +} + +// Capsule version 2: between two end points and with radius r +float fCapsule(vec3 p, vec3 a, vec3 b, float r) { + return fLineSegment(p, a, b) - r; +} + +// Torus in the XZ-plane +float fTorus(vec3 p, float smallRadius, float largeRadius) { + return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius; +} + +// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus. +float fCircle(vec3 p, float r) { + float l = length(p.xz) - r; + return length(vec2(p.y, l)); +} + +// A circular disc with no thickness (i.e. a cylinder with no height). +// Subtract some value to make a flat disc with rounded edge. +float fDisc(vec3 p, float r) { + float l = length(p.xz) - r; + return l < 0. ? abs(p.y) : length(vec2(p.y, l)); +} + +// Hexagonal prism, circumcircle variant +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); + //this is mathematically equivalent to this line, but less efficient: + //return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); +} + +// Hexagonal prism, incircle variant +float fHexagonIncircle(vec3 p, vec2 h) { + return fHexagonCircumcircle(p, vec2(h.x*sqrt(3.)*0.5, h.y)); +} + +// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base. +float fCone(vec3 p, float radius, float height) { + vec2 q = vec2(length(p.xz), p.y); + vec2 tip = q - vec2(0, height); + vec2 mantleDir = normalize(vec2(height, radius)); + float mantle = dot(tip, mantleDir); + float d = max(mantle, -q.y); + float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x)); + + // distance to tip + if ((q.y > height) && (projected < 0.)) { + d = max(d, length(tip)); + } + + // distance to base ring + if ((q.x > radius) && (projected > length(vec2(height, radius)))) { + d = max(d, length(q - vec2(radius, 0))); + } + return d; +} + +//////////////////////////////////////////////////////////////// +// +// DOMAIN MANIPULATION OPERATORS +// +//////////////////////////////////////////////////////////////// +// +// Conventions: +// +// Everything that modifies the domain is named pSomething. +// +// Many operate only on a subset of the three dimensions. For those, +// you must choose the dimensions that you want manipulated +// by supplying e.g. or +// +// is always the first argument and modified in place. +// +// Many of the operators partition space into cells. An identifier +// or cell index is returned, if possible. This return value is +// intended to be optionally used e.g. as a random seed to change +// parameters of the distance functions inside the cells. +// +// Unless stated otherwise, for cell index 0,

is unchanged and cells +// are centered on the origin so objects don't have to be moved to fit. +// +// +//////////////////////////////////////////////////////////////// + +// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle . +// Read like this: R(p.xz, a) rotates "x towards z". +// This is fast if is a compile-time constant and slower (but still practical) if not. +void pR(inout vec2 p, float a) { + p = cos(a)*p + sin(a)*vec2(p.y, -p.x); +} + +// Shortcut for 45-degrees rotation +void pR45(inout vec2 p) { + p = (p + vec2(p.y, -p.x))*sqrt(0.5); +} + +// Repeat space along one axis. Use like this to repeat along the x axis: +// - using the return value is optional. +float pMod1(inout float p, float size) { + float halfsize = size*0.5; + float c = floor((p + halfsize)/size); + p = mod(p + halfsize, size) - halfsize; + return c; +} + +// Same, but mirror every second cell so they match at the boundaries +float pModMirror1(inout float p, float size) { + float halfsize = size*0.5; + float c = floor((p + halfsize)/size); + p = mod(p + halfsize,size) - halfsize; + p *= mod(c, 2.0)*2. - 1.; + return c; +} + +// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged. +float pModSingle1(inout float p, float size) { + float halfsize = size*0.5; + float c = floor((p + halfsize)/size); + if (p >= 0.) + p = mod(p + halfsize, size) - halfsize; + return c; +} + +// Repeat only a few times: from indices to (similar to above, but more flexible) +float pModInterval1(inout float p, float size, float start, float stop) { + float halfsize = size*0.5; + float c = floor((p + halfsize)/size); + p = mod(p+halfsize, size) - halfsize; + if (c > stop) { //yes, this might not be the best thing numerically. + p += size*(c - stop); + c = stop; + } + if (c = (repetitions/2.)) c = abs(c); + return c; +} + +// Repeat in two dimensions +vec2 pMod2(inout vec2 p, vec2 size) { + vec2 c = floor((p + size*0.5)/size); + p = mod(p + size*0.5,size) - size*0.5; + return c; +} + +// Same, but mirror every second cell so all boundaries match +vec2 pModMirror2(inout vec2 p, vec2 size) { + vec2 halfsize = size*0.5; + vec2 c = floor((p + halfsize)/size); + p = mod(p + halfsize, size) - halfsize; + p *= mod(c,vec2(2.))*2. - vec2(1); + return c; +} + +// Same, but mirror every second cell at the diagonal as well +vec2 pModGrid2(inout vec2 p, vec2 size) { + vec2 c = floor((p + size*0.5)/size); + p = mod(p + size*0.5, size) - size*0.5; + p *= mod(c,vec2(2.))*2. - vec2(1.); + p -= size/2.; + if (p.x > p.y) p.xy = p.yx; + return floor(c/2.); +} + +// Repeat in three dimensions +vec3 pMod3(inout vec3 p, vec3 size) { + vec3 c = floor((p + size*0.5)/size); + p = mod(p + size*0.5, size) - size*0.5; + return c; +} + +// Mirror at an axis-aligned plane which is at a specified distance from the origin. +float pMirror (inout float p, float dist) { + float s = sgn(p); + p = abs(p)-dist; + return s; +} + +// Mirror in both dimensions and at the diagonal, yielding one eighth of the space. +// translate by dist before mirroring. +vec2 pMirrorOctant (inout vec2 p, vec2 dist) { + vec2 s = sgn(p); + pMirror(p.x, dist.x); + pMirror(p.y, dist.y); + if (p.y > p.x) + p.xy = p.yx; + return s; +} + +// Reflect space at a plane +float pReflect(inout vec3 p, vec3 planeNormal, float offset) { + float t = dot(p, planeNormal)+offset; + if (t < 0.) { + p = p - (2.*t)*planeNormal; + } + return sgn(t); +} + + +//////////////////////////////////////////////////////////////// +// +// OBJECT COMBINATION OPERATORS +// +//////////////////////////////////////////////////////////////// +// +// We usually need the following boolean operators to combine two objects: +// Union: OR(a,b) +// Intersection: AND(a,b) +// Difference: AND(a,!b) +// (a and b being the distances to the objects). +// +// The trivial implementations are min(a,b) for union, max(a,b) for intersection +// and max(a,-b) for difference. To combine objects in more interesting ways to +// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we +// can use combination operators. It is common to use some kind of "smooth minimum" +// instead of min(), but we don't like that because it does not preserve Lipschitz +// continuity in many cases. +// +// Naming convention: since they return a distance, they are called fOpSomething. +// The different flavours usually implement all the boolean operators above +// and are called fOpUnionRound, fOpIntersectionRound, etc. +// +// The basic idea: Assume the object surfaces intersect at a right angle. The two +// distances and constitute a new local two-dimensional coordinate system +// with the actual intersection as the origin. In this coordinate system, we can +// evaluate any 2D distance function we want in order to shape the edge. +// +// The operators below are just those that we found useful or interesting and should +// be seen as examples. There are infinitely more possible operators. +// +// They are designed to actually produce correct distances or distance bounds, unlike +// popular "smooth minimum" operators, on the condition that the gradients of the two +// SDFs are at right angles. When they are off by more than 30 degrees or so, the +// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst +// case is parallel surfaces that are close to each other. +// +// Most have a float argument to specify the radius of the feature they represent. +// This should be much smaller than the object size. +// +// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict +// their influence (and computation cost) to a certain area. You might +// want to lift that restriction or enforce it. We have left it as comments +// in some cases. +// +// usage example: +// +// float fTwoBoxes(vec3 p) { +// float box0 = fBox(p, vec3(1)); +// float box1 = fBox(p-vec3(1), vec3(1)); +// return fOpUnionChamfer(box0, box1, 0.2); +// } +// +//////////////////////////////////////////////////////////////// + + +// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size ): +float fOpUnionChamfer(float a, float b, float r) { + return min(min(a, b), (a - r + b)*sqrt(0.5)); +} + +// Intersection has to deal with what is normally the inside of the resulting object +// when using union, which we normally don't care about too much. Thus, intersection +// implementations sometimes differ from union implementations. +float fOpIntersectionChamfer(float a, float b, float r) { + return max(max(a, b), (a + r + b)*sqrt(0.5)); +} + +// Difference can be built from Intersection or Union: +float fOpDifferenceChamfer (float a, float b, float r) { + return fOpIntersectionChamfer(a, -b, r); +} + +// The "Round" variant uses a quarter-circle to join the two objects smoothly: +float fOpUnionRound(float a, float b, float r) { + vec2 u = max(vec2(r - a,r - b), vec2(0)); + return max(r, min (a, b)) - length(u); +} + +float fOpIntersectionRound(float a, float b, float r) { + vec2 u = max(vec2(r + a,r + b), vec2(0)); + return min(-r, max (a, b)) + length(u); +} + +float fOpDifferenceRound (float a, float b, float r) { + return fOpIntersectionRound(a, -b, r); +} + + +// The "Columns" flavour makes n-1 circular columns at a 45 degree angle: +float fOpUnionColumns(float a, float b, float r, float n) { + if ((a < r) && (b < r)) { + vec2 p = vec2(a, b); + float columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.)); + pR45(p); + p.x -= sqrt(2.)/2.*r; + p.x += columnradius*sqrt(2.); + if (mod(n,2.) == 1.) { + p.y += columnradius; + } + // At this point, we have turned 45 degrees and moved at a point on the + // diagonal that we want to place the columns on. + // Now, repeat the domain along this direction and place a circle. + pMod1(p.y, columnradius*2.); + float result = length(p) - columnradius; + result = min(result, p.x); + result = min(result, a); + return min(result, b); + } else { + return min(a, b); + } +} + +float fOpDifferenceColumns(float a, float b, float r, float n) { + a = -a; + float m = min(a, b); + //avoid the expensive computation where not needed (produces discontinuity though) + if ((a < r) && (b < r)) { + vec2 p = vec2(a, b); + float columnradius = r*sqrt(2.)/n/2.0; + columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.)); + + pR45(p); + p.y += columnradius; + p.x -= sqrt(2.)/2.*r; + p.x += -columnradius*sqrt(2.)/2.; + + if (mod(n,2.) == 1.) { + p.y += columnradius; + } + pMod1(p.y,columnradius*2.); + + float result = -length(p) + columnradius; + result = max(result, p.x); + result = min(result, a); + return -min(result, b); + } else { + return -m; + } +} + +float fOpIntersectionColumns(float a, float b, float r, float n) { + return fOpDifferenceColumns(a,-b,r, n); +} + +// The "Stairs" flavour produces n-1 steps of a staircase: +// much less stupid version by paniq +float fOpUnionStairs(float a, float b, float r, float n) { + float s = r/n; + float u = b-r; + return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2. * s)) - s))); +} + +// We can just call Union since stairs are symmetric. +float fOpIntersectionStairs(float a, float b, float r, float n) { + return -fOpUnionStairs(-a, -b, r, n); +} + +float fOpDifferenceStairs(float a, float b, float r, float n) { + return -fOpUnionStairs(-a, b, r, n); +} + + +// Similar to fOpUnionRound, but more lipschitz-y at acute angles +// (and less so at 90 degrees). Useful when fudging around too much +// by MediaMolecule, from Alex Evans' siggraph slides +float fOpUnionSoft(float a, float b, float r) { + float e = max(r - abs(a - b), 0.); + return min(a, b) - e*e*0.25/r; +} + + +// produces a cylindical pipe that runs along the intersection. +// No objects remain, only the pipe. This is not a boolean operator. +float fOpPipe(float a, float b, float r) { + return length(vec2(a, b)) - r; +} + +// first object gets a v-shaped engraving where it intersect the second +float fOpEngrave(float a, float b, float r) { + return max(a, (a + r - abs(b))*sqrt(0.5)); +} + +// first object gets a capenter-style groove cut out +float fOpGroove(float a, float b, float ra, float rb) { + return max(a, min(a + ra, rb - abs(b))); +} + +// first object gets a capenter-style tongue attached +float fOpTongue(float a, float b, float ra, float rb) { + return min(a, max(a - ra, abs(b) - rb)); +} + +//#endSection End of library + +// https://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl +// golden_noise +float noise(in vec2 xy, in float seed){ + return fract(tan(distance(xy*PHI, xy)*seed)*xy.x); +} + +vec3 rnd23(vec2 p) +{ + vec3 p3 = fract(p.xyx * vec3(.1031, .1030, .0973)); + p3 += dot(p3, p3.yxz+33.33); + return fract((p3.xxy+p3.yzz)*p3.zyx); +} + +mat2 Rot(float a) { + float s=sin(a), c=cos(a); + return mat2(c, -s, s, c); +} + +float opExtrusion( in vec3 p, in float sdf, in float h ) +{ + vec2 w = vec2( sdf, abs(p.z) - h); + return min(max(w.x,w.y),0.0) + length(max(w,0.0)); +} + +float sdCog2d(vec2 pos) { + float r = length(pos)*2.; + float a = atan(pos.y,pos.x); + float f = 1. - smoothstep(-0.2, .8, sin(a * 12.))*0.14; + f = smoothstep(f,f + 2.,r); + return f; +} + +float sdCog(vec3 pos, float angle) { + pos.xy *= Rot(angle); + float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.05); + float d2 = fCapsule(pos, vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2); + return 0.8 * fOpDifferenceRound(d1,d2,0.05)-0.003; +} + +float sdHex(vec3 pos, float i, float angle) { + vec3 po = pos; + + po.xz *= Rot(angle); + po.yz *= Rot(angle); + pR(po.yz, PI/2.); + + float d1 = fHexagonCircumcircle(po, vec2(0.5+i, .1)); + float d2 = fHexagonCircumcircle(po, vec2(0.2+i, .1)); + return fOpDifferenceRound(d1,d2,0.1); + +} + +// Scene +vec2 mapScene(in vec3 p) { + float mat = 0.; + float d = 1e10; + + //float dGround = p.y + 2.5; + //d = min(d, dGround); + + vec3 po = p; + //po.y += sin(u_time); + // pMod3(po, vec3(3.)); + po.xy *= scale(vec2(1.3, 1.3)); + + const float num = 6.; + for (float i = 1.; i <= num; i++) { + // pos.z += i*.1; + float a = sdHex(po,i*0.35, u_time + abs( 2. + 0.4 * sin(u_time)) * i*3.1415/num); + d = min(d,a); + if (d == a) mat = 1. + mod(i,3.); + } + + + //float c2 = sdText(p, u_time); + //d = min(d, c2); + //if ( d == c2) mat = 4.; + + // float c3 = fBox(p+vec3(0.5, .87, 0.), vec3(1., 1.,1.)); + // d = min(d, c3); + + + + // if ( d == c1) mat = 1.; + + //if ( d == c3) mat = 3.; + + return vec2(d, mat); +} + +vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { + float t = 0.0; + float mat = 0.; + float hit = 0.; + for(int i=0; i < 150; i++) { + pos = ro + rd * t; + vec2 res = mapScene(pos); + t += res.x; + mat = res.y; + if (t > 80.) break; + if (res.x < abs(0.001*t) ) { + hit = 1.; + break; + } + } + if (t > 80.) t = -1.0; + return vec3(t, mat, hit); +} + + +vec3 castReflectedRay(vec3 ro, vec3 rd, vec3 pos) { + float t = 0.0; + float mat = 0.; + float hit = 0.; + for(int i=0; i < 50; i++) { + pos = ro + rd * t; + vec2 res = mapScene(pos); + t += res.x; + mat = res.y; + if (t > 40.) break; + if (res.x < abs(0.001*t) ) { + hit = 1.; + break; + } + + } + if (t > 40.) t = -1.0; + return vec3(t, mat, hit); +} + +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<40; i++ ) + { + if (t > maxt) break; + float h = mapScene(ro + t*rd).x; + res = min( res, h/(w*t) ); + t += clamp(h, 0.005, 0.50); + if( res < -1.0 || t>maxt ) break; + + } + res = max(res,-1.0); + return 0.25*(1.0+res)*(1.0+res)*(2.0-res); +} + +float castShadow(vec3 ro, vec3 rd) { + float res = 1.0; + float t = 0.001; + for(int i = 0; i < 40; i++) { + float h = mapScene(ro + t* rd).x; + res = min(res, 10.0*h/t); + if (abs(h) < (0.001*t) ) break; + t += h; + if (t > 20.) break; + } + return clamp(res,0., 1.); +} + +vec3 calcNormal(vec3 pos) { + vec2 e = vec2(.001, 0.); + vec3 n = vec3( mapScene(pos+e.xyy).x - mapScene(pos-e.xyy).x, + mapScene(pos+e.yxy).x - mapScene(pos-e.yxy).x, + mapScene(pos+e.yyx).x - mapScene(pos-e.yyx).x + ); + return normalize(n); +} + +vec3 fresnel( vec3 F0, vec3 h, vec3 l ) { + return F0 + ( 1.0 - F0 ) * pow( clamp( 1.0 - dot( h, l ), 0.0, 1.0 ), 5.0 ); +} + +// https://suricrasia.online/blog/shader-functions/ +vec3 eRot(vec3 p, vec3 ax, float ro) { + return mix(dot(ax,p)*ax, p, cos(ro)) + sin(ro)*cross(ax,p); +} + + + +vec3 addPointLight(vec3 light_pos, vec3 light_color, float shininess, vec3 v, vec3 dir, vec3 n, float occ) { + vec3 Ks = vec3( .5454 ); + vec3 Kd = vec3( 1. ); + vec3 ref = reflect( dir, n ); + vec3 vl = normalize( v ); + vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) ); + vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) ); + vec3 F = fresnel( Ks, normalize( vl - dir ), vl )*occ; + float shadow = softshadow(v+n*0.01,light_pos, .01, 30., 18.); + //float shadow = castShadow(v + n*0.02, light_pos); + specular = pow( specular, vec3( shininess ) )*occ; + return light_color * mix( diffuse, specular, F ) * shadow; + +} + +float getAmbientOcc(vec3 p, vec3 n) { + float occ = 0.; + float weight = 1.; + for (int i = 0; i < 8; i++) { + float len = 0.01 + 0.02 * float(i*i); + float dist = mapScene(p+n*len).x; + occ += (len - dist) * weight; + weight *=0.85; + } + return 1.0 - clamp(0.6 * occ, 0., 1.); +} + +vec3 shading(vec3 v, vec3 n, vec3 dir, float material) { + float shininess = 1.; + float occ = getAmbientOcc(v,n); + vec3 outMaterial = vec3(0.1529, 0.1529, 0.1529); + + if (material == 0.) { + outMaterial = vec3(0.2863, 0.1059, 0.2431); + shininess = 1.5; + } else if (material == 1.) { + outMaterial = vec3(0.3294, 0.0941, 0.6); + shininess = 0.6; + } else if (material == 2.) { + outMaterial = vec3(0.5804, 0.9647, 1.0); + shininess = 1.; + } else if (material == 3.) { + outMaterial = vec3(0.0, 0.0, 0.0); + shininess = 100.; + } else if (material == 4.) { + outMaterial = vec3(0.9961, 1.0, 0.9922); + shininess = .3; + } + + vec3 lights = vec3(0.); + lights += addPointLight(vec3( 0., -40., -1. ),vec3(0.56, 0.44, 0.18)*2., shininess, v, dir, n, occ); + lights += addPointLight(vec3( -20.,4., 10. ),vec3(0.04, 0.2, 0.71)*2., shininess, v, dir, n, occ); + // lights += addPointLight(vec3( 2., -1.0, -1.0 ),vec3(0.12, 0.51, 0.63)*2., shininess, v,dir,n,occ ); + + + vec3 lightDir = vec3(0. , 4., 2.); + float sun_dif = clamp(dot(n, lightDir), 0., 1.); + float shadow = softshadow(v+n*0.01,lightDir, .01, 30., 18.); + lights += vec3(0.6627, 0.7098, 0.8863) * sun_dif*shadow*occ; //* shadow; //* mix( vec3(sun_dif), specular, F ) + + + // final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir ); + // vec3 col = vec3(0.4)* ref.x; + + float ind = clamp( dot( n, normalize(lightDir*vec3(-1.0,.0,-1.0)) ), 0.0, 1.0 ); + lights += vec3(0.1333, 0.1333, 0.1216) * ind *occ; + + return outMaterial * max(vec3(0.), lights); +} + +vec3 postProcess(vec2 screenCoord, vec3 col) { + // float random = noise(gl_FragCoord.xy, 0.01+u_time); + // float random2 = noise(gl_FragCoord.xy, .2+u_time); + //col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither + + // Vignette + float radius = 0.8; + float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5))); + col = mix(col, col * d, .9); + + // Contrast + float constrast = .5; + col = mix(col, smoothstep(0.0, 1.0, col), constrast); + + + // Colour mapping + col *= vec3(1.0, 1.0, 1.0); + + col = pow( col, vec3(1.0/2.2) ); // gamma + + // fade in at the beginning + //col*=vec3(clamp((u_time-1.8)*0.5,0., 1.)); + + // fade out at the end + // col*=vec3(clamp((120.-u_time)*.35, 0., 1.)); + + return col; +} + +vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 lookAt, float zoom){ + vec3 f = normalize(lookAt - camPos); + vec3 r = cross(vec3(0.0,1.0,0.0),f); + vec3 u = cross(f,r); + vec3 c=camPos+f*zoom; + vec3 i=c+uv.x*r+uv.y*u; + return normalize(i-camPos); +} + +vec3 getCameraFov(vec2 uv, vec3 camPos, vec3 camTarget) { + vec3 camForward = normalize(camTarget-camPos); + vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward)); + vec3 camUp = normalize(cross(camForward,camRight)); + float fov = 1.7; + // Depth of field + float dof = .25; + vec2 h = vec2( noise(gl_FragCoord.xy, .13), noise(gl_FragCoord.xy, .4)); + //vec3 h= rnd23(gl_FragCoord.xy); + vec3 voff = sqrt(h.x)*(camRight*sin(h.y*6.283)+camUp*cos(h.y*6.283))*dof; + // camTarget -=voff; + float focusdistance = 150.2; + return normalize(uv.x * camRight + uv.y * camUp + fov * camForward + voff * fov/focusdistance); +} + +vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) { + float fogAmount = 1.0 - exp(-t*b); + float sunAmount = max( dot(rd, lightDir), 0.0 ); + vec3 fogColor = mix( vec3(0.3686, 0.2431, 0.4392), // blue + vec3(0.4, 0.7294, 0.9216), // yellow + pow(sunAmount,8.0) ); + return mix( col, fogColor, fogAmount ); +} + +vec3 render(vec2 uv) { + + bool useDof = !true; + //vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y; + + float angle = -2.4 +iTime*0.4; + //angle = 0.; + + // camera + vec3 camPos = vec3(0., 5., -3.); + vec3 camTarget = vec3(0., 0., 0.); + vec3 rayDir; + + if (useDof) { + rayDir = getCameraFov(uv, camPos, camTarget); + } else { + rayDir = getCameraRayDir(uv, camPos, camTarget, 1.0); + } + vec3 col = vec3(0.051, 0.0667, 0.1529); + //vec3 col = vec3(0.0314, 0.0118, 0.1255) + rayDir.y * 0.4; + vec3 hitPos = vec3(0.); + + vec3 t = castRay(camPos, rayDir, hitPos); + vec3 rd = rayDir; + + if (t.z > 0.) { + vec3 nor = calcNormal(hitPos); + col = shading(hitPos, nor, rayDir , t.y); + float fogAmount = 0.04; + col = col*exp(-t.x*fogAmount) + applyFog(col, t.x, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-t.x*fogAmount)); + + rayDir = normalize(reflect(rayDir, nor)); + vec3 rayOrigin = hitPos + (rayDir * 0.01); + vec3 t2 = castReflectedRay(rayOrigin, rayDir, hitPos); + + if (t2.z > 0.) { + hitPos = rayOrigin + rayDir * t2.x; + nor = calcNormal(hitPos); + col += 0.1 * shading(hitPos, nor, rayDir , t2.y); + + /* rayDir = normalize(reflect(rayDir, nor)); + rayOrigin = hitPos + (rayDir * 0.01); + vec3 t3 = castReflectedRay(rayOrigin, rayDir, hitPos); + + if (t3.z > 0.) { + hitPos = rayOrigin + rayDir * t3.x; + nor = calcNormal(hitPos); + col += 0.025 * shading(hitPos, nor, rayDir , t3.y); + } */ + } + } + // pixelColor*exp(-distance*b) + fogColor*(1.0-exp(-distance*b)); + + return col; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec3 finalColor = vec3(0.); + vec2 uv = (2.0 * fragCoord.xy - u_resolution.xy) / u_resolution.y; + finalColor += render(uv); + vec2 screenCoord = fragCoord.xy/iResolution.xy; + finalColor = postProcess(screenCoord, finalColor); + fragColor = vec4(finalColor, 1.); +} \ No newline at end of file