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#define RATE (44100.0) #define NOTEMAGIC (1.059460646483) #define TAU (2.0*PI) #define NOTEFREQ(pitch) (pow(NOTEMAGIC, pitch) * 440.0) #define PI (3.14159265358979323846) #define FBO_WIDTH (4096.0) #define EVENT_MAX (64) #define SHRT_MAX 32767 #define BUF_WIDTH 1024 uniform int framesRendered; #ifdef VERTEX in vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } #endif #ifdef FRAGMENT //layout(location=0) out vec4 out_Color; layout(location=0) out vec4 out_Value; float saw(float t) { return fract(t)*2.0-1.0; } float softsaw(float t, float s) { return mix(fract(t)*2-1, -sin(t*2.0*PI), s); } // Range: [-1, 1] float rand(float t) { return sin(1e5*sin(t*100.)); } float phatsaw(float t, float form) { float w = 0.0; const int COUNT = 5; for (int i=0;i<COUNT;i++) { w+= softsaw(t + sin(0.4*i)*0.2, form) * (1.0/COUNT); } return w; } float arp_pattern(float t) { //int[](0,4,9,7,2,4,7,9); int tones[16] = int[](0,4,9,7,2,4,7,9, -1,4,9,7,-5,4,7,9); float arp = 0.0; float at = t; int arpind = int(at*4) % 16; float arpnote = tones[arpind] + 0.31; arp = pow(phatsaw(t*NOTEFREQ(arpnote), 0.7 + sin(t*.2)*0.1), 3.0); arp *= 0.7*(0.4 + sin(arpind*3.0)*0.1)*max(0.4, -softsaw(at*6.0, 0.8)); return arp; } vec2 smallsyn(float t, float f) { float basstime = t/8.0; return 0.5* ((1.0-fract(basstime*8.0)) * (fract(basstime*12.0)) * abs(sin(basstime*9.0*PI))) *vec2(softsaw(t*f*12., 0.7+.3*fract(basstime*2.0))); } vec2 percussion(float t) { float b = (t-0.20)*0.5; //float perc = 0.07*sin(b*2*PI*0.5) * clamp((sin(b*2*PI*8)-0.55)*40.0, 0.0, 1.0) * rand(t); float perc = 0.04*sin(b*2*PI*0.5) * clamp((sin(b*2*PI*8)-(1.8-t*0.013))*40.0, 0.0, 1.0) * rand(t) * clamp((t-32)*0.018, 0.0, 1.0) ; float tt = 20+mod(t, 30.); perc += 0.6 * clamp((-0.8-softsaw((b+0.6)*1.0, 0.05)), 0.0, 1.0) * sin(tt*tt*tt*1e4); return vec2(perc); } float bd(float t) { float tt = (1.0-min(1.0, t*0.6)); tt *= tt * tt; float amp = 1.0; amp = clamp(tt - 0.3, 0.0, 1.0); float f = 40.0 + tt*50.0; float w = sin(2.0*PI*t*f); return w*0.5 *amp; } // thanks iq float impulse(float k, float x) { float h = k*x; return h*exp(1.0-h); } vec2 synth(float t, out vec2 out_bass) { float volume = 0.4; vec2 wave = vec2(0.0f);//sin(t*2.0*PI*(1000.0) + chn) * volume; int count = 150; float mult = t*2.0*PI; float vol = 1.0/count; //int tones[8] = int[](0,2,4,5,7,9,10,3); int tones[8] = int[](0,4,9,7,2,4,7,9); int bass_range = 2; if (t > 32) { bass_range = 4; } float basstime = t/8.0; int bass_index = (int(basstime) % bass_range); float bassfreq = NOTEFREQ(1.0*tones[bass_index] - 12*3 + 0.2); //float bassenv = min(1., pow(t*0.025, 2.0)) * max(0.6, pow(1. - fract(basstime*1.0), 1.0)); float bassenv = min(1., pow(t*0.025, 2.0)) * min(fract(basstime)*150.0, 1.0) * min((1.0-fract(basstime))*100.0, 1.0) * max(0.6, pow(1. - fract(basstime*1.0), 1.0)); out_bass = vec2(0.3 * bassenv * softsaw(t*bassfreq, max(0.9, 1.0-t*0.0025))); float soft = (1.0 + sin(t*0.1))*0.5; for (int i=0;i<count;i++) { //int add = int(t*4.0) % 5; //int add = int(t/2) % 4; //float amp = clamp((sin(t*PI*9.0 + i*20.0)-0.5)*(10.+sin(1.*i)*9.), 0.0, 1.0); float amp = 3.0; //float amp = 3.0 * max(0.3, fract(t*2.0 - i*0.001)); //float amp = clamp((1.0-saw(i*1.0)), 0.0, 1.0); //float amp = 0.5f; int index = (i) % 8; int oct = (i/12) % 4; float note = -12*2 + (tones[index] + oct*12) % (12*6) + sin(0.001*i)*3.0; float hz = NOTEFREQ(note); float p = 0.5 + sin(i*1.)*0.2; // ::: STEREO SOUND ::: wave += vec2(softsaw(t*hz, soft))*vol*amp*vec2(p, 1.0-p); } //wave *= max(0.3, fract(t*2.0)); vec2 perc = vec2(1.0, 1.0) * percussion(t) + vec2(0.2, 0.3) * percussion(t-0.1) + vec2(0.2, 0.1) * percussion(t-0.18) + vec2(0.1, 0.2) * percussion(t-0.22); wave *= clamp(t, 0.0, 1.0); float synth_fadeout = clamp(1.0-(t-115)*0.04, 0.0, 1.0); wave *= max(0.5, synth_fadeout); // fade out out_bass *= synth_fadeout; perc *= clamp((t-32)*0.08, 0.0, 1.0); // start fade in at 32s perc *= clamp(1.0-(t-110)*0.05, 0.0, 1.0); // fade out vec2 audio; audio = wave + perc; vec2 arp = vec2(arp_pattern(t), arp_pattern(t-0.03)*0.8); arp += vec2(arp_pattern(t-0.3)*0.3, arp_pattern(t-0.6)*0.2); arp *= clamp((t-60)*0.1, 0.0, 1.0); vec2 syn = vec2(0.7, 1.0) * smallsyn(t, bassfreq) + vec2(0.6, 0.3) * smallsyn(t-0.05, bassfreq-0.1); syn += 0.1*smallsyn(t*4.0, bassfreq); syn *= clamp((t-122)*0.1, 0.0, 0.4); audio += syn; audio += arp; out_bass += vec2(bd(fract(t))) * float[](1., 0., 0., 0.5)[int(floor(t))%4] * clamp(1.0-(t-120)*0.1, 0.0, 1.0) * clamp((t-80)*0.1, 0.0, 1.0); float fadeout = clamp(1.0-(t-125)*0.035, 0.0, 1.0); audio *= fadeout; // Noise mat peak. audio += vec2(rand(t*.9), rand(t*.8)) * 0.04 * impulse(0.4, sqrt(10.0*max(0.0, t-96.0))); return audio; } void main(void) { int pos = framesRendered + (int(gl_FragCoord.x)) + (int(gl_FragCoord.y))*BUF_WIDTH; int tpos = pos/2; float t = float(pos)/RATE; t*=0.93; // for vaporwave //t += sin(t)*0.01; // LOL detune //int chan = pos % 2; vec2 bass; vec2 wave = synth(t, bass); vec2 dummy; vec2 reverb = vec2(0.0f); const int REV = 3; const float REV_LENGTH = 0.1f; for (int i=1;i<REV;i++) { reverb += synth(t - i*(REV_LENGTH/REV), dummy) * 0.03*(REV/i); } wave += bass; wave += vec2(-reverb.x, reverb.y); //wave = clamp(sign(wave)*sqrt(wave * sign(wave) * 1.4), -0.99, 0.99); // clamping not strictly necessary wave = clamp(wave * 1.4, -0.99, 0.99); // clamping not strictly necessary int left = int((wave.x)*SHRT_MAX); int right = int((wave.y)*SHRT_MAX); // STEREO SOUND /* if (chan == 1) { left = right; }*/ out_Value = vec4(float(left & 0xFF)/256.0, ((left>>8) & 0xFF)/256.0, float(right & 0xFF)/256.0, ((right>>8) & 0xFF)/256.0); } #endif