forked from goliath/shadermeh
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12396a8bb0
Author | SHA1 | Date | |
---|---|---|---|
12396a8bb0 | |||
664f8d0305 | |||
b2fa322e30 | |||
b519a77ad9 | |||
f3bf686a52 | |||
770deae6cd | |||
8c47f2726c | |||
542669ef04 | |||
22b2fd4864 | |||
6bfa914582 | |||
e58028ae18 |
9 changed files with 636 additions and 15 deletions
4
Makefile
4
Makefile
|
@ -1,5 +1,5 @@
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|||
CFLAGS = -ansi -pedantic -Wall -Wextra -O2 -Ofast -D_DEFAULT_SOURCE
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LDFLAGS = -lX11 -lGL -lGLEW -lm -lrt
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CFLAGS = -std=c11 -pedantic -Wall -Wextra -O2 -Ofast -D_DEFAULT_SOURCE
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LDFLAGS = -lX11 -lGL -lGLEW -lfftw3 -lm -lrt
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shadermeh: shadermeh.o window.o shader.o
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1
shader.c
1
shader.c
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@ -31,6 +31,7 @@ static const char *frag_src_pre =
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"uniform vec4 iDate;\n"
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"uniform float iSampleRate;\n"
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"uniform vec3 iChannelResolution[4];\n"
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"uniform sampler2D iChannel0;"
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"\n";
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static const char *frag_src_post =
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248
shadermeh.c
248
shadermeh.c
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@ -20,6 +20,107 @@ static GLfloat vertex_buffer[] = {
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1.0f, 1.0f, 1.0f,
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};
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static GLubyte audio_buffer[AUDIO_SAMPLES * AUDIO_CHANNELS];
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size_t sample_pointer = 0;
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size_t sample_data_pointer = 0;
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size_t sample_rate = 0;
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static float *audio_sample_data;
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static float *audio_receive_data;
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static double *fftw_in;
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static fftw_complex *fftw_out;
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static fftw_plan plan;
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static int try_fetch_audio(float iTimeDelta)
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{
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/* To avoid generating stale images, we keep our own sample buffer,
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* which is then used to move a sliding window of data for the fft and
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* wave samples. We need to do this, as otherwise we would set an upper
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* limit of fps (20 at 4800kHz sample rate), which would not be good.
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* The size of the window is set in the header file. The with our
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* approach is that the buffer allows for drifting to occur within the
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* buffer limits. If you buffer is 3s long the delay can grow to 3s.
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* Choose your buffer size wisely for your application.
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*/
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size_t i;
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ssize_t ret = 0;
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memset(audio_receive_data, 0, AUDIO_BUFFER_SIZE *
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sizeof(*audio_receive_data));
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sample_pointer += (sample_rate * iTimeDelta);
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for (;;) {
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ret = read(STDIN_FILENO, (char *)audio_receive_data,
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sizeof(*audio_receive_data)*AUDIO_BUFFER_SIZE);
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if (ret < 0) {
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if (errno == EINTR)
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continue;
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if (errno == EAGAIN || errno == EWOULDBLOCK)
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break;
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perror("stdin");
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return -1;
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}
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if (ret == 0 || ret % sizeof(float) != 0){
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break;
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}
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ret /= 4;
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if((ret + sample_pointer) > AUDIO_BUFFER_SIZE){
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/* Not enough storage space to store all new audio data,
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* will override not output data with new one */
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memset(audio_sample_data, 0,
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AUDIO_BUFFER_SIZE * sizeof(*audio_sample_data));
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memcpy(audio_sample_data, audio_receive_data,
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ret * sizeof(*audio_sample_data));
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sample_pointer = 0;
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sample_data_pointer = ret;
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}else{
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memmove(audio_sample_data,
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&audio_sample_data[sample_pointer],
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(AUDIO_BUFFER_SIZE - sample_pointer)*
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sizeof(*audio_sample_data));
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if(sample_data_pointer <= sample_pointer){
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sample_data_pointer = 0;
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}else{
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sample_data_pointer -= sample_pointer;
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}
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sample_pointer = 0;
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size_t len = ret;
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if((ret + sample_data_pointer) >= AUDIO_BUFFER_SIZE){
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len = AUDIO_BUFFER_SIZE - sample_data_pointer;
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}
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memcpy(&audio_sample_data[sample_data_pointer],
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audio_receive_data, len * sizeof(float));
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sample_data_pointer += len;
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break;
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}
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}
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if((sample_pointer+AUDIO_FFT_SIZE) >= sample_data_pointer){
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fprintf(stderr, "shadermeh input to slow %zu > %zu! wrapping around!\n", sample_pointer+AUDIO_FFT_SIZE, sample_data_pointer);
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sample_pointer = 0;
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}
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memset(fftw_in, 0, sizeof(*fftw_in) * AUDIO_BUFFER_SIZE);
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memset(fftw_out, 0, sizeof(*fftw_out) * AUDIO_BUFFER_SIZE);
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for (i = 0; i < AUDIO_FFT_SIZE; ++i)
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fftw_in[i] = audio_sample_data[sample_pointer+i];
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fftw_execute(plan);
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for (i = 0; i < AUDIO_SAMPLES; ++i) {
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float a = cabs(fftw_out[i]);
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audio_buffer[i + AUDIO_SAMPLES] = audio_sample_data[sample_pointer+i] * 127.0f + 127.0f;
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audio_buffer[i] = log(fabsf(a)+1) * 50;
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}
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return 0;
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}
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static double diff_timespec(const struct timespec *time1,
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const struct timespec *time0)
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{
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@ -45,6 +146,39 @@ static void convert_for_ffmpeg(const uint8_t *in, uint8_t *out,
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}
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}
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static int wait_fd_event(int fd, int events)
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{
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struct pollfd pfd;
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int ret;
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for (;;) {
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pfd.fd = fd;
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pfd.events = events;
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pfd.revents = 0;
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ret = poll(&pfd, 1, -1);
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if (ret > 0) {
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if (pfd.revents & events)
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break;
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if (pfd.revents & (POLLERR | POLLHUP)) {
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fputs("poll reported error\n", stderr);
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return -1;
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}
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}
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if (ret < 0) {
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if (errno == EINTR)
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continue;
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perror("poll");
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return -1;
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}
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}
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return 0;
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}
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static int write_retry(int fd, const void *buffer, size_t size)
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{
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while (size > 0) {
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@ -53,6 +187,13 @@ static int write_retry(int fd, const void *buffer, size_t size)
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if (ret < 0) {
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if (errno == EINTR)
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continue;
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if (errno == EAGAIN) {
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if (wait_fd_event(fd, POLLOUT))
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return -1;
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continue;
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}
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perror("write");
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return -1;
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}
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@ -72,10 +213,11 @@ static const struct option long_opts[] = {
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{ "height", required_argument, NULL, 'h' },
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{ "shader", required_argument, NULL, 's' },
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{ "to-stdout", no_argument, NULL, 'S' },
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{ "stdin-audio", required_argument, NULL, 'a' },
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{ NULL, 0, NULL, 0 },
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};
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static const char *short_opts = "w:h:s:S";
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static const char *short_opts = "w:a:h:s:S";
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static const char *usage_str =
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"shadermeh OPTIONS...\n"
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@ -85,21 +227,23 @@ static const char *usage_str =
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" --width, -w <pixels>\n"
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" --height, -h <pixels>\n"
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"\n"
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" --to-stdout, -S\n"
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" --to-stdout, -S Poop raw RGB24 frames to stdout (blocking)\n"
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" --stdin-audio, -a <sample rate> Read raw PCM audio from stdin (non-blocking)\n"
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"\n"
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" --shader, -s <shader file>\n"
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"\n";
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int main(int argc, char **argv)
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{
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GLuint vao, vbo, fbo, fbo_tex, sound_tex, sampler_sound;
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GLuint u_iResolution, u_iTime, u_iTimeDelta, u_iFrame;
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struct timespec start, frame_start, frame_end;
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unsigned int width, height, iFrame = 0;
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void *fb32 = NULL, *fb24 = NULL;
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const char *shader_file = NULL;
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GLuint vao, vbo, fbo, fbo_tex;
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GLint major, minor, prog;
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float iTime, iTimeDelta;
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float iTime, iTimeDelta = 0;
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bool have_audio = false;
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bool to_stdout = false;
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window *wnd;
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int i;
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@ -126,12 +270,29 @@ int main(int argc, char **argv)
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case 'S':
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to_stdout = true;
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break;
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case 'a':
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have_audio = true;
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sample_rate = strtol(optarg, NULL, 10);
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audio_sample_data = malloc(AUDIO_BUFFER_SIZE *
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sizeof(float));
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audio_receive_data = malloc(AUDIO_BUFFER_SIZE *
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sizeof(float));
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break;
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default:
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fputs(usage_str, stderr);
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return EXIT_FAILURE;
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}
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}
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if (have_audio) {
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int flags = fcntl(STDIN_FILENO, F_GETFL, 0);
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if (fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK)) {
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perror("making stdin non-blocking");
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return EXIT_FAILURE;
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}
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}
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if (!shader_file) {
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fputs(usage_str, stderr);
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fputs("No shader file specified!\n", stderr);
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@ -179,6 +340,8 @@ int main(int argc, char **argv)
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (!to_stdout)
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printf("OpenGL version %d.%d\n", major, minor);
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/******************** initialization ********************/
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@ -207,6 +370,7 @@ int main(int argc, char **argv)
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if (!shader_program_get_build_status(prog)) {
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shader_program_print_info_log(prog);
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goto fail_vao;
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}
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glUseProgram(prog);
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@ -215,11 +379,34 @@ int main(int argc, char **argv)
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u_iResolution = glGetUniformLocation(prog, "iResolution");
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u_iTime = glGetUniformLocation(prog, "iTime");
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u_iTimeDelta = glGetUniformLocation(prog, "iTimeDelta");
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u_iFrame = glGetUniformLocation(prog, "iFrame;");
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u_iFrame = glGetUniformLocation(prog, "iFrame");
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glUniform3f(u_iResolution, width, height, 0.0f);
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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glUniform1i(glGetUniformLocation(prog, "iChannel0"), 0);
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/************************* textures *************************/
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glGenTextures(1, &sound_tex);
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glBindTexture(GL_TEXTURE_2D, sound_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
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AUDIO_SAMPLES, AUDIO_CHANNELS, 0,
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GL_RED, GL_UNSIGNED_BYTE, audio_buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenSamplers(1, &sampler_sound);
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glSamplerParameteri(sampler_sound, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(sampler_sound, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindSampler(0, sampler_sound);
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if (have_audio) {
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fftw_in = fftw_alloc_real(AUDIO_BUFFER_SIZE);
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fftw_out = fftw_alloc_complex(AUDIO_BUFFER_SIZE);
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if(fftw_in == NULL || fftw_out == NULL)
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goto fail_vao;
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plan = fftw_plan_dft_r2c_1d(AUDIO_BUFFER_SIZE, fftw_in, fftw_out,
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FFTW_MEASURE);
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}
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/******************** framebuffer object ********************/
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if (to_stdout) {
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|
@ -229,20 +416,42 @@ int main(int argc, char **argv)
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glBindTexture(GL_TEXTURE_2D, fbo_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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fbo_tex, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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} else {
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window_show(wnd);
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}
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/******************** drawing loop ********************/
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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while (to_stdout || window_handle_events()) {
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/* render image to FBO */
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clock_gettime(CLOCK_MONOTONIC_RAW, &frame_start);
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if (to_stdout)
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glClear(GL_COLOR_BUFFER_BIT);
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if (have_audio) {
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if (try_fetch_audio(iTimeDelta))
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break;
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glBindTexture(GL_TEXTURE_2D, sound_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
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AUDIO_SAMPLES, AUDIO_CHANNELS, 0,
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GL_RED, GL_UNSIGNED_BYTE, audio_buffer);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (to_stdout) {
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glFlush();
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|
@ -252,9 +461,14 @@ int main(int argc, char **argv)
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/* get image from FBO, dump to stdout */
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if (to_stdout) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, fbo_tex);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, fb32);
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glBindTexture(GL_TEXTURE_2D, 0);
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convert_for_ffmpeg(fb32, fb24, width, height);
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if (write_retry(STDOUT_FILENO, fb24,
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|
@ -276,12 +490,8 @@ int main(int argc, char **argv)
|
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}
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/******************** cleanup ********************/
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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glDeleteProgram(prog);
|
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glDeleteTextures(1, &sound_tex);
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glDeleteSamplers(1, &sampler_sound);
|
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|
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if (to_stdout) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
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|
@ -289,9 +499,23 @@ int main(int argc, char **argv)
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glDeleteTextures(1, &fbo_tex);
|
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}
|
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|
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glUseProgram(0);
|
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glDeleteProgram(prog);
|
||||
|
||||
if (have_audio) {
|
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fftw_destroy_plan(plan);
|
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}
|
||||
fail_vao:
|
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
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glDeleteBuffers(1, &vbo);
|
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glBindVertexArray(0);
|
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glDeleteVertexArrays(1, &vao);
|
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|
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window_make_current(NULL);
|
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free(fb32);
|
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free(fb24);
|
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fftw_free(fftw_in);
|
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fftw_free(fftw_out);
|
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window_destroy(wnd);
|
||||
return EXIT_SUCCESS;
|
||||
}
|
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|
|
11
shadermeh.h
11
shadermeh.h
|
@ -23,8 +23,19 @@
|
|||
#include <unistd.h>
|
||||
#include <stdio.h>
|
||||
#include <errno.h>
|
||||
#include <fcntl.h>
|
||||
#include <poll.h>
|
||||
#include <time.h>
|
||||
|
||||
#include <math.h>
|
||||
#include <complex.h>
|
||||
#include <fftw3.h>
|
||||
|
||||
#define AUDIO_SAMPLES (4096)
|
||||
#define AUDIO_BUFFER_SIZE (sample_rate * 3)
|
||||
#define AUDIO_FFT_SIZE (AUDIO_SAMPLES * 2)
|
||||
#define AUDIO_CHANNELS (2)
|
||||
|
||||
typedef struct {
|
||||
Window wnd;
|
||||
GLXContext gl;
|
||||
|
|
84
shaders/eclipse.frag
Normal file
84
shaders/eclipse.frag
Normal file
|
@ -0,0 +1,84 @@
|
|||
// credit: https://www.shadertoy.com/view/4tGXzt
|
||||
|
||||
#define BEATMOVE 1
|
||||
|
||||
const float FREQ_RANGE = 64.0;
|
||||
const float PI = 3.1415;
|
||||
const float RADIUS = 0.6;
|
||||
const float BRIGHTNESS = 0.2;
|
||||
const float SPEED = 0.5;
|
||||
|
||||
//convert HSV to RGB
|
||||
vec3 hsv2rgb(vec3 c){
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
float luma(vec3 color) {
|
||||
return dot(color, vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
|
||||
float getfrequency(float x) {
|
||||
return texture(iChannel0, vec2(floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE, 0.25)).x + 0.06;
|
||||
}
|
||||
|
||||
float getfrequency_smooth(float x) {
|
||||
float index = floor(x * FREQ_RANGE) / FREQ_RANGE;
|
||||
float next = floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE;
|
||||
return mix(getfrequency(index), getfrequency(next), smoothstep(0.0, 1.0, fract(x * FREQ_RANGE)));
|
||||
}
|
||||
|
||||
float getfrequency_blend(float x) {
|
||||
return mix(getfrequency(x), getfrequency_smooth(x), 0.5);
|
||||
}
|
||||
|
||||
vec3 doHalo(vec2 fragment, float radius) {
|
||||
float dist = length(fragment);
|
||||
float ring = 1.0 / abs(dist - radius);
|
||||
|
||||
float b = dist < radius ? BRIGHTNESS * 0.3 : BRIGHTNESS;
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
|
||||
float angle = atan(fragment.x, fragment.y);
|
||||
col += hsv2rgb( vec3( ( angle + iTime * 0.25 ) / (PI * 2.0), 1.0, 1.0 ) ) * ring * b;
|
||||
|
||||
float frequency = max(getfrequency_blend(abs(angle / PI)) - 0.02, 0.0);
|
||||
col *= frequency;
|
||||
|
||||
// Black halo
|
||||
col *= smoothstep(radius * 0.5, radius, dist);
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 doLine(vec2 fragment, float radius, float x) {
|
||||
vec3 col = hsv2rgb(vec3(x * 0.23 + iTime * 0.12, 1.0, 1.0));
|
||||
|
||||
float freq = abs(fragment.x * 0.5);
|
||||
|
||||
col *= (1.0 / abs(fragment.y)) * BRIGHTNESS * getfrequency(freq);
|
||||
col = col * smoothstep(radius, radius * 1.8, abs(fragment.x));
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
|
||||
vec2 fragPos = fragCoord / iResolution.xy;
|
||||
fragPos = (fragPos - 0.5) * 2.0;
|
||||
fragPos.x *= iResolution.x / iResolution.y;
|
||||
|
||||
vec3 color = vec3(0.0134, 0.052, 0.1);
|
||||
color += doHalo(fragPos, RADIUS);
|
||||
|
||||
float c = cos(iTime * SPEED);
|
||||
float s = sin(iTime * SPEED);
|
||||
vec2 rot = mat2(c,s,-s,c) * fragPos;
|
||||
color += doLine(rot, RADIUS, rot.x);
|
||||
|
||||
color += max(luma(color) - 1.0, 0.0);
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
}
|
65
shaders/fft.frag
Normal file
65
shaders/fft.frag
Normal file
|
@ -0,0 +1,65 @@
|
|||
/*
|
||||
|
||||
Linear vs Logarithmic FFT
|
||||
|
||||
some good test songs:
|
||||
|
||||
https://soundcloud.com/kraddy/winning
|
||||
https://soundcloud.com/grey-houston/soothing-piano-melody
|
||||
https://soundcloud.com/pointpoint/life-in-gr
|
||||
|
||||
*/
|
||||
|
||||
//from https://stackoverflow.com/questions/35799286
|
||||
float toLog(float value, float min, float max){
|
||||
float exp = (value-min) / (max-min);
|
||||
return min * pow(max/min, exp);
|
||||
}
|
||||
|
||||
float getLevel(float samplePos){
|
||||
// the sound texture is 512x2
|
||||
int tx = int(samplePos*512.0);
|
||||
// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
|
||||
return texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
|
||||
}
|
||||
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||||
{
|
||||
vec2 uv = fragCoord.xy / iResolution.xy;
|
||||
|
||||
float xPos;
|
||||
float fft;
|
||||
|
||||
if (uv.y > 0.5){
|
||||
|
||||
//linear sampling
|
||||
xPos = uv.x;
|
||||
fft = getLevel(xPos);
|
||||
|
||||
}else{
|
||||
|
||||
//crop bottom and top of range
|
||||
uv.x = mix(0.3,0.7, uv.x);
|
||||
|
||||
//logarithmic sampling
|
||||
xPos = toLog(uv.x, 0.01, 1.0);
|
||||
|
||||
fft = getLevel(xPos);
|
||||
|
||||
//boost contrast
|
||||
fft = pow(fft,3.0);
|
||||
|
||||
//boost gain
|
||||
fft *= 1.5;
|
||||
|
||||
//contrast / brightness
|
||||
float contrast = 1.4;
|
||||
float brightness = 0.;
|
||||
fft = (fft - 0.5) * contrast + 0.5 + brightness;
|
||||
|
||||
}
|
||||
|
||||
fragColor = vec4(vec3(fft),1.0);
|
||||
|
||||
}
|
158
shaders/grid.frag
Normal file
158
shaders/grid.frag
Normal file
|
@ -0,0 +1,158 @@
|
|||
//https://www.shadertoy.com/view/XlBXRh with mic not soundcloud
|
||||
#define preset4
|
||||
|
||||
#ifdef preset1
|
||||
#define cells vec2(14.,14.)
|
||||
#define persp 1.5
|
||||
#define height 1.
|
||||
#define linewidth .5
|
||||
#define lineexp 4.
|
||||
#define brightness .7
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef preset2
|
||||
#define cells vec2(10.,5.)
|
||||
#define persp 2.5
|
||||
#define height 1.
|
||||
#define linewidth 3.
|
||||
#define lineexp 6.
|
||||
#define brightness .4
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef preset3
|
||||
#define OPAQUE_MODE
|
||||
#define INVERSE
|
||||
#define cells vec2(16.,16.)
|
||||
#define persp 1.
|
||||
#define height 1.5
|
||||
#define linewidth .1
|
||||
#define lineexp .5
|
||||
#define brightness .8
|
||||
#endif
|
||||
|
||||
#ifdef preset4
|
||||
#define OPAQUE_MODE
|
||||
#define cells vec2(10.,10.)
|
||||
#define persp 2.
|
||||
#define height .75
|
||||
#define linewidth .2
|
||||
#define lineexp 1.
|
||||
#define brightness 1.5
|
||||
#endif
|
||||
|
||||
#ifdef preset5
|
||||
#define INVERSE
|
||||
#define cells vec2(6.,25.)
|
||||
#define persp 1.
|
||||
#define height 2.
|
||||
#define linewidth .07
|
||||
#define lineexp .3
|
||||
#define brightness .35
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef preset6
|
||||
#define INVERSE
|
||||
#define OPAQUE_MODE
|
||||
#define cells vec2(15.,15.)
|
||||
#define persp 2.5
|
||||
#define height 1.
|
||||
#define linewidth .05
|
||||
#define lineexp .5
|
||||
#define brightness 1.
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
#define hcells (cells*.5)
|
||||
|
||||
|
||||
vec3 segment(vec2 p, vec3 from, vec3 to, float width, float dist) {
|
||||
width=1./width;
|
||||
vec2 seg=from.xy-to.xy;
|
||||
float halfdist=distance(from.xy,to.xy)*.5;
|
||||
float ang=atan(seg.y,seg.x);
|
||||
float sine=sin(ang);
|
||||
float cose=cos(ang);
|
||||
p-=from.xy;
|
||||
p*=mat2(cose,sine,-sine,cose);
|
||||
float dx=abs(p.x+halfdist)-halfdist;
|
||||
float dy=abs(p.y);
|
||||
float h=1.-abs(p.x+halfdist*2.)/halfdist/2.;
|
||||
float pz=-from.z-(to.z-from.z)*h;
|
||||
float l=1.-clamp(max(dx,dy)*width/(pz+dist)*dist*dist,0.,.1)/.1;
|
||||
l=pow(abs(l),lineexp)*(1.-pow(clamp(abs(dist-pz)*.45,0.,1.),.5))*4.;
|
||||
return normalize(.25+abs(mix(from,to,h)))*l;
|
||||
}
|
||||
|
||||
mat3 rotmat(vec3 v, float angle)
|
||||
{
|
||||
angle=radians(angle);
|
||||
float c = cos(angle);
|
||||
float s = sin(angle);
|
||||
|
||||
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,
|
||||
(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,
|
||||
(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
|
||||
);
|
||||
}
|
||||
|
||||
float getz(vec2 xy) {
|
||||
xy=xy*10.+hcells;
|
||||
//float pos=length(pow(abs(xy/cells),vec2(3.)))*8.;
|
||||
float pos=(xy.y*cells.x+xy.x)/(cells.x*cells.y);
|
||||
float s=texture(iChannel0,vec2(.5+pos*.5,.1)).x;
|
||||
return .25-pow(s,1.5)*height;
|
||||
}
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||||
{
|
||||
vec2 uv = (gl_FragCoord.xy / iResolution.xy-.5)*2.;
|
||||
uv.y*=iResolution.y/iResolution.x;
|
||||
mat3 camrot=rotmat(normalize(vec3(0.,0.,1.)),iTime*25.)*rotmat(normalize(vec3(1.,0.*sin(iTime*.5),0.)),60.+30.*sin(iTime*.5));
|
||||
float s=.1,maxc=0.;
|
||||
vec3 p1,p2,p3;
|
||||
vec3 rotv=vec3(0.,0.,1.);
|
||||
float h;
|
||||
vec3 col=vec3(0.);
|
||||
float dist=1.2+pow(abs(sin(iTime*.3)),5.)*.5;
|
||||
vec3 c=vec3(0.);
|
||||
for (float y=0.; y<cells.y; y++) {
|
||||
for (float x=0.; x<cells.x; x++) {
|
||||
p1=vec3(x-hcells.x,y-hcells.y,0.)*.1; p1.z=getz(p1.xy);
|
||||
p2=vec3(p1.x+.1,p1.y ,0.); p2.z=getz(p2.xy);
|
||||
p3=vec3(p1.x ,p1.y+.1,0.); p3.z=getz(p3.xy);
|
||||
p1*=camrot; p2*=camrot; p3*=camrot;
|
||||
p1.xy*=persp/max(0.1,p1.z+dist);
|
||||
p2.xy*=persp/max(0.1,p2.z+dist);
|
||||
p3.xy*=persp/max(0.1,p3.z+dist);
|
||||
if (max(p1.x,p2.x)>uv.x-linewidth/4. && min(p1.x,p2.x)<uv.x+linewidth/4. && x<cells.x-1.) {
|
||||
if (max(p1.y,p2.y)>uv.y-linewidth/4. && min(p1.y,p2.y)<uv.y+linewidth/4.) {
|
||||
#ifdef OPAQUE_MODE
|
||||
c=max(c,segment(uv,p1,p2,linewidth,dist)*1.5);
|
||||
#else
|
||||
c+=segment(uv,p1,p2,linewidth,dist);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
if (max(p1.x,p3.x)>uv.x-linewidth/4. && min(p1.x,p3.x)<uv.x+linewidth/4. && y<cells.y-1.) {
|
||||
if (max(p1.y,p3.y)>uv.y-linewidth/4. && min(p1.y,p3.y)<uv.y+linewidth/4.) {
|
||||
#ifdef OPAQUE_MODE
|
||||
c=max(c,segment(uv,p1,p3,linewidth,dist)*1.5);
|
||||
#else
|
||||
c+=segment(uv,p1,p3,linewidth,dist);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
c*=brightness;
|
||||
#ifdef INVERSE
|
||||
fragColor = vec4(1.-c,1.);
|
||||
#else
|
||||
fragColor = vec4(c,1.);
|
||||
#endif
|
||||
}
|
40
shaders/osci.frag
Normal file
40
shaders/osci.frag
Normal file
|
@ -0,0 +1,40 @@
|
|||
// Created by inigo quilez - iq/2013
|
||||
// https://www.youtube.com/c/InigoQuilez
|
||||
// https://iquilezles.org/
|
||||
|
||||
|
||||
// See also:
|
||||
//
|
||||
// Input - Keyboard : https://www.shadertoy.com/view/lsXGzf
|
||||
// Input - Microphone : https://www.shadertoy.com/view/llSGDh
|
||||
// Input - Mouse : https://www.shadertoy.com/view/Mss3zH
|
||||
// Input - Sound : https://www.shadertoy.com/view/Xds3Rr
|
||||
// Input - SoundCloud : https://www.shadertoy.com/view/MsdGzn
|
||||
// Input - Time : https://www.shadertoy.com/view/lsXGz8
|
||||
// Input - TimeDelta : https://www.shadertoy.com/view/lsKGWV
|
||||
// Inout - 3D Texture : https://www.shadertoy.com/view/4llcR4
|
||||
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||||
{
|
||||
// create pixel coordinates
|
||||
vec2 uv = fragCoord.xy / iResolution.xy;
|
||||
|
||||
// the sound texture is 512x2
|
||||
int tx = int(uv.x * 512.0);
|
||||
|
||||
// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
|
||||
float fft = texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
|
||||
|
||||
// second row is the sound wave, one texel is one mono sample
|
||||
float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
|
||||
|
||||
// convert frequency to colors
|
||||
vec3 col = vec3( fft, 4.0*fft*(1.0-fft), 1.0-fft ) * fft;
|
||||
|
||||
// add wave form on top
|
||||
col += 1.0 - smoothstep(0.0, 0.15, abs(wave - uv.y));
|
||||
|
||||
// output final color
|
||||
fragColor = vec4(col,1.0);
|
||||
}
|
38
shaders/spectrum.frag
Normal file
38
shaders/spectrum.frag
Normal file
|
@ -0,0 +1,38 @@
|
|||
/*
|
||||
2D LED Spectrum - Visualiser
|
||||
Based on Led Spectrum Analyser by: simesgreen - 27th February, 2013 https://www.shadertoy.com/view/Msl3zr
|
||||
2D LED Spectrum by: uNiversal - 27th May, 2015
|
||||
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
||||
*/
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||||
{
|
||||
// create pixel coordinates
|
||||
vec2 uv = fragCoord.xy / iResolution.xy;
|
||||
|
||||
// quantize coordinates
|
||||
const float bands = 30.0;
|
||||
const float segs = 40.0;
|
||||
vec2 p;
|
||||
p.x = floor(uv.x*bands)/bands;
|
||||
p.y = floor(uv.y*segs)/segs;
|
||||
|
||||
// read frequency data from first row of texture
|
||||
float fft = texture( iChannel0, vec2(p.x,0.0) ).x;
|
||||
|
||||
// led color
|
||||
vec3 color = mix(vec3(0.0, 2.0, 0.0), vec3(2.0, 0.0, 0.0), sqrt(uv.y));
|
||||
|
||||
// mask for bar graph
|
||||
float mask = (p.y < fft) ? 1.0 : 0.1;
|
||||
|
||||
// led shape
|
||||
vec2 d = fract((uv - p) *vec2(bands, segs)) - 0.5;
|
||||
float led = smoothstep(0.5, 0.35, abs(d.x)) *
|
||||
smoothstep(0.5, 0.35, abs(d.y));
|
||||
vec3 ledColor = led*color*mask;
|
||||
|
||||
// output final color
|
||||
fragColor = vec4(ledColor, 1.0);
|
||||
}
|
||||
|
Loading…
Reference in a new issue