Make fft work #1
4 changed files with 345 additions and 0 deletions
84
shaders/eclipse.frag
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84
shaders/eclipse.frag
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// credit: https://www.shadertoy.com/view/4tGXzt
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#define BEATMOVE 1
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const float FREQ_RANGE = 64.0;
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const float PI = 3.1415;
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const float RADIUS = 0.6;
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const float BRIGHTNESS = 0.2;
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const float SPEED = 0.5;
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//convert HSV to RGB
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vec3 hsv2rgb(vec3 c){
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float luma(vec3 color) {
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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float getfrequency(float x) {
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return texture(iChannel0, vec2(floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE, 0.25)).x + 0.06;
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}
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float getfrequency_smooth(float x) {
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float index = floor(x * FREQ_RANGE) / FREQ_RANGE;
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float next = floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE;
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return mix(getfrequency(index), getfrequency(next), smoothstep(0.0, 1.0, fract(x * FREQ_RANGE)));
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}
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float getfrequency_blend(float x) {
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return mix(getfrequency(x), getfrequency_smooth(x), 0.5);
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}
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vec3 doHalo(vec2 fragment, float radius) {
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float dist = length(fragment);
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float ring = 1.0 / abs(dist - radius);
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float b = dist < radius ? BRIGHTNESS * 0.3 : BRIGHTNESS;
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vec3 col = vec3(0.0);
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float angle = atan(fragment.x, fragment.y);
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col += hsv2rgb( vec3( ( angle + iTime * 0.25 ) / (PI * 2.0), 1.0, 1.0 ) ) * ring * b;
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float frequency = max(getfrequency_blend(abs(angle / PI)) - 0.02, 0.0);
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col *= frequency;
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// Black halo
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col *= smoothstep(radius * 0.5, radius, dist);
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return col;
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}
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vec3 doLine(vec2 fragment, float radius, float x) {
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vec3 col = hsv2rgb(vec3(x * 0.23 + iTime * 0.12, 1.0, 1.0));
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float freq = abs(fragment.x * 0.5);
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col *= (1.0 / abs(fragment.y)) * BRIGHTNESS * getfrequency(freq);
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col = col * smoothstep(radius, radius * 1.8, abs(fragment.x));
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return col;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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vec2 fragPos = fragCoord / iResolution.xy;
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fragPos = (fragPos - 0.5) * 2.0;
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fragPos.x *= iResolution.x / iResolution.y;
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vec3 color = vec3(0.0134, 0.052, 0.1);
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color += doHalo(fragPos, RADIUS);
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float c = cos(iTime * SPEED);
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float s = sin(iTime * SPEED);
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vec2 rot = mat2(c,s,-s,c) * fragPos;
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color += doLine(rot, RADIUS, rot.x);
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color += max(luma(color) - 1.0, 0.0);
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fragColor = vec4(color, 1.0);
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}
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65
shaders/fft.frag
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65
shaders/fft.frag
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/*
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Linear vs Logarithmic FFT
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some good test songs:
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https://soundcloud.com/kraddy/winning
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https://soundcloud.com/grey-houston/soothing-piano-melody
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https://soundcloud.com/pointpoint/life-in-gr
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*/
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//from https://stackoverflow.com/questions/35799286
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float toLog(float value, float min, float max){
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float exp = (value-min) / (max-min);
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return min * pow(max/min, exp);
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}
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float getLevel(float samplePos){
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// the sound texture is 512x2
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int tx = int(samplePos*512.0);
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// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
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return texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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float xPos;
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float fft;
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if (uv.y > 0.5){
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//linear sampling
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xPos = uv.x;
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fft = getLevel(xPos);
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}else{
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//crop bottom and top of range
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uv.x = mix(0.3,0.7, uv.x);
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//logarithmic sampling
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xPos = toLog(uv.x, 0.01, 1.0);
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fft = getLevel(xPos);
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//boost contrast
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fft = pow(fft,3.0);
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//boost gain
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fft *= 1.5;
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//contrast / brightness
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float contrast = 1.4;
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float brightness = 0.;
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fft = (fft - 0.5) * contrast + 0.5 + brightness;
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}
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fragColor = vec4(vec3(fft),1.0);
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}
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158
shaders/grid.frag
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158
shaders/grid.frag
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//https://www.shadertoy.com/view/XlBXRh with mic not soundcloud
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#define preset4
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#ifdef preset1
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#define cells vec2(14.,14.)
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#define persp 1.5
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#define height 1.
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#define linewidth .5
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#define lineexp 4.
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#define brightness .7
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#endif
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#ifdef preset2
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#define cells vec2(10.,5.)
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#define persp 2.5
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#define height 1.
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#define linewidth 3.
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#define lineexp 6.
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#define brightness .4
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#endif
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#ifdef preset3
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#define OPAQUE_MODE
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#define INVERSE
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#define cells vec2(16.,16.)
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#define persp 1.
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#define height 1.5
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#define linewidth .1
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#define lineexp .5
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#define brightness .8
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#endif
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#ifdef preset4
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#define OPAQUE_MODE
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#define cells vec2(10.,10.)
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#define persp 2.
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#define height .75
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#define linewidth .2
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#define lineexp 1.
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#define brightness 1.5
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#endif
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#ifdef preset5
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#define INVERSE
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#define cells vec2(6.,25.)
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#define persp 1.
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#define height 2.
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#define linewidth .07
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#define lineexp .3
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#define brightness .35
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#endif
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#ifdef preset6
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#define INVERSE
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#define OPAQUE_MODE
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#define cells vec2(15.,15.)
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#define persp 2.5
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#define height 1.
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#define linewidth .05
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#define lineexp .5
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#define brightness 1.
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#endif
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#define hcells (cells*.5)
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vec3 segment(vec2 p, vec3 from, vec3 to, float width, float dist) {
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width=1./width;
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vec2 seg=from.xy-to.xy;
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float halfdist=distance(from.xy,to.xy)*.5;
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float ang=atan(seg.y,seg.x);
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float sine=sin(ang);
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float cose=cos(ang);
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p-=from.xy;
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p*=mat2(cose,sine,-sine,cose);
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float dx=abs(p.x+halfdist)-halfdist;
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float dy=abs(p.y);
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float h=1.-abs(p.x+halfdist*2.)/halfdist/2.;
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float pz=-from.z-(to.z-from.z)*h;
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float l=1.-clamp(max(dx,dy)*width/(pz+dist)*dist*dist,0.,.1)/.1;
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l=pow(abs(l),lineexp)*(1.-pow(clamp(abs(dist-pz)*.45,0.,1.),.5))*4.;
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return normalize(.25+abs(mix(from,to,h)))*l;
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}
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mat3 rotmat(vec3 v, float angle)
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{
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angle=radians(angle);
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float c = cos(angle);
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float s = sin(angle);
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return mat3(c + (1.0 - c) * v.x * v.x, (1.0 - c) * v.x * v.y - s * v.z, (1.0 - c) * v.x * v.z + s * v.y,
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(1.0 - c) * v.x * v.y + s * v.z, c + (1.0 - c) * v.y * v.y, (1.0 - c) * v.y * v.z - s * v.x,
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(1.0 - c) * v.x * v.z - s * v.y, (1.0 - c) * v.y * v.z + s * v.x, c + (1.0 - c) * v.z * v.z
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);
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}
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float getz(vec2 xy) {
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xy=xy*10.+hcells;
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//float pos=length(pow(abs(xy/cells),vec2(3.)))*8.;
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float pos=(xy.y*cells.x+xy.x)/(cells.x*cells.y);
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float s=texture(iChannel0,vec2(.5+pos*.5,.1)).x;
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return .25-pow(s,1.5)*height;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = (gl_FragCoord.xy / iResolution.xy-.5)*2.;
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uv.y*=iResolution.y/iResolution.x;
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mat3 camrot=rotmat(normalize(vec3(0.,0.,1.)),iTime*25.)*rotmat(normalize(vec3(1.,0.*sin(iTime*.5),0.)),60.+30.*sin(iTime*.5));
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float s=.1,maxc=0.;
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vec3 p1,p2,p3;
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vec3 rotv=vec3(0.,0.,1.);
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float h;
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vec3 col=vec3(0.);
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float dist=1.2+pow(abs(sin(iTime*.3)),5.)*.5;
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vec3 c=vec3(0.);
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for (float y=0.; y<cells.y; y++) {
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for (float x=0.; x<cells.x; x++) {
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p1=vec3(x-hcells.x,y-hcells.y,0.)*.1; p1.z=getz(p1.xy);
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p2=vec3(p1.x+.1,p1.y ,0.); p2.z=getz(p2.xy);
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p3=vec3(p1.x ,p1.y+.1,0.); p3.z=getz(p3.xy);
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p1*=camrot; p2*=camrot; p3*=camrot;
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p1.xy*=persp/max(0.1,p1.z+dist);
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p2.xy*=persp/max(0.1,p2.z+dist);
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p3.xy*=persp/max(0.1,p3.z+dist);
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if (max(p1.x,p2.x)>uv.x-linewidth/4. && min(p1.x,p2.x)<uv.x+linewidth/4. && x<cells.x-1.) {
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if (max(p1.y,p2.y)>uv.y-linewidth/4. && min(p1.y,p2.y)<uv.y+linewidth/4.) {
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#ifdef OPAQUE_MODE
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c=max(c,segment(uv,p1,p2,linewidth,dist)*1.5);
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#else
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c+=segment(uv,p1,p2,linewidth,dist);
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#endif
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}
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}
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if (max(p1.x,p3.x)>uv.x-linewidth/4. && min(p1.x,p3.x)<uv.x+linewidth/4. && y<cells.y-1.) {
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if (max(p1.y,p3.y)>uv.y-linewidth/4. && min(p1.y,p3.y)<uv.y+linewidth/4.) {
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#ifdef OPAQUE_MODE
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c=max(c,segment(uv,p1,p3,linewidth,dist)*1.5);
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#else
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c+=segment(uv,p1,p3,linewidth,dist);
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#endif
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}
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}
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}
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}
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c*=brightness;
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#ifdef INVERSE
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fragColor = vec4(1.-c,1.);
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#else
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fragColor = vec4(c,1.);
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#endif
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}
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38
shaders/spectrum.frag
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38
shaders/spectrum.frag
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/*
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2D LED Spectrum - Visualiser
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Based on Led Spectrum Analyser by: simesgreen - 27th February, 2013 https://www.shadertoy.com/view/Msl3zr
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2D LED Spectrum by: uNiversal - 27th May, 2015
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Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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*/
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// create pixel coordinates
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vec2 uv = fragCoord.xy / iResolution.xy;
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// quantize coordinates
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const float bands = 30.0;
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const float segs = 40.0;
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vec2 p;
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p.x = floor(uv.x*bands)/bands;
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p.y = floor(uv.y*segs)/segs;
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// read frequency data from first row of texture
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float fft = texture( iChannel0, vec2(p.x,0.0) ).x;
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// led color
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vec3 color = mix(vec3(0.0, 2.0, 0.0), vec3(2.0, 0.0, 0.0), sqrt(uv.y));
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// mask for bar graph
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float mask = (p.y < fft) ? 1.0 : 0.1;
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// led shape
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vec2 d = fract((uv - p) *vec2(bands, segs)) - 0.5;
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float led = smoothstep(0.5, 0.35, abs(d.x)) *
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smoothstep(0.5, 0.35, abs(d.y));
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vec3 ledColor = led*color*mask;
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// output final color
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fragColor = vec4(ledColor, 1.0);
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}
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