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Build 2494 at Fri 18 Aug 2023 02:38:27 AM UTC. | ||
Build 2495 at Fri 18 Aug 2023 02:39:57 AM UTC. |
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uniform float time; // @@Time | ||
uniform vec2 resolution; // @@Resolution | ||
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uniform float depth; // @@Slider default=0.5 min=0.1 max=0.9 | ||
uniform float iterations; // @@Slider default=20. min=5. max=50. | ||
uniform float exponent; // @@Slider default=1.5 min=-3. max=3. | ||
uniform float beatResponsiveness; // @@Slider default=0.0 min=0.0 max=0.5 | ||
uniform float start_radius; //@@Slider default=2.75 min=1. max = 5. | ||
uniform float squareness; //@@Slider default=30. min=1. max=100. | ||
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struct BeatInfo { | ||
float beat; | ||
float bpm; | ||
float intensity; | ||
float confidence; | ||
}; | ||
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uniform BeatInfo beatInfo; // @@baaahs.BeatLink:BeatInfo | ||
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float tanh_approx(float x) { | ||
float x2 = x*x; | ||
return clamp(x*(27.0 + x2)/(27.0+9.0*x2), -1.0, 1.0); | ||
} | ||
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vec3 offset(float z) { float a = z; vec2 p = -0.1*vec2(1.2, .6)*(vec2(cos(a), sin(a*sqrt(2.0))) + vec2(cos(a*sqrt(0.75)), sin(a*sqrt(0.5)))); return vec3(p, z); } | ||
vec3 doffset(float z) { float eps = 0.05; return 0.5*(offset(z + eps) - offset(z - eps))/(2.0*eps); } | ||
vec3 ddoffset(float z) { float eps = 0.05; return 0.5*(doffset(z + eps) - doffset(z - eps))/(2.0*eps); } | ||
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// @return uv-coordinate | ||
// @param uvIn uv-coordinate | ||
vec2 main(vec2 uvIn) { | ||
float tm = depth*time*beatInfo.bpm/60.0; | ||
vec3 ro = offset(tm); | ||
vec3 dro = doffset(tm); | ||
vec3 ddro = ddoffset(tm); | ||
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vec3 ww = normalize(dro); | ||
vec3 uu = normalize(cross(normalize(vec3(0.0, 1.0, 0.0)+ddro), ww)); | ||
vec3 vv = cross(ww, uu); | ||
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float lp = length(uvIn); | ||
float cosScale = squareness * (1. - beatResponsiveness * beatInfo.intensity); | ||
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const float outer_rad=0.5; | ||
float rdd = start_radius + outer_rad*pow(lp, exponent)*tanh_approx(lp+3.*0.5*(cos(cosScale*uvIn.x)+1.0)*0.5*(cos(cosScale*uvIn.y)+1.0)); | ||
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vec3 rd = normalize(uvIn.x*uu + uvIn.y*vv + rdd*ww); | ||
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float nz_sheep = ro.z / depth; | ||
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float pz_sheep = depth*nz_sheep + depth * iterations; | ||
float pd_sheep = (pz_sheep - ro.z) / rd.z; | ||
vec3 pp_sheep = ro + rd*pd_sheep; | ||
vec3 off_sheep = offset(pp_sheep.z); | ||
vec2 p_sheep = (pp_sheep-off_sheep*vec3(1.0, 1.0, 0.0)).xy; | ||
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float sheep_scale=0.6; | ||
vec2 sheep_xy = p_sheep / sheep_scale; | ||
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return sheep_xy; | ||
} |
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