Paste #ZGH -- näytä pelkkänä tekstinä -- uusi tämän pohjalta
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 | #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 |