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// http://www.iquilezles.org/www/articles/palettes/palettes.htm
// As t runs from 0 to 1 (our normalized palette index or domain),
//the cosine oscilates c times with a phase of d.
//The result is scaled and biased by a and b to meet the desired constrast and brightness.
vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d )
{
return a + b*cos( 6.28318*(c*t+d) );
}
void main () {
// http://www.iquilezles.org/www/articles/palettes/palettes.htm
// As t runs from 0 to 1 (our normalized palette index or domain),
//the cosine oscilates c times with a phase of d.
//The result is scaled and biased by a and b to meet the desired constrast and brightness.
vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d )
{
return a + b*cos( 6.28318*(c*t+d) );
}
void main () {
float circ( vec2 p){
return length(p) - 0.3;
}
void pR(inout vec2 p, float a) {
p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
}
// Repeat in two dimensions
vec2 pMod2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size*0.5)/size);
// http://www.iquilezles.org/www/articles/palettes/palettes.htm
// As t runs from 0 to 1 (our normalized palette index or domain),
//the cosine oscilates c times with a phase of d.
//The result is scaled and biased by a and b to meet the desired constrast and brightness.
vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d )
{
return a + b*cos( 6.28318*(c*t+d) );
}
void main () {
// these are color palettes, basically you have a variable in and it changes color smoothly based on that variable
// Function from Iñigo Quiles
// https://www.shadertoy.com/view/MsS3Wc
// NOTE this is already built into the force
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
// http://www.iquilezles.org/www/articles/palettes/palettes.htm
// to see this function graphed out go to: https://www.desmos.com/calculator/rz7abjujdj
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase)
{
return brightness + contrast*cos( 6.28318*(osc*t+phase) );
}
void main() {
void main() {
vec2 pos = ((gl_FragCoord.xy/resolution) - 0.5)*2.0; // origin is in center
// who remembers SOH CAH TOA ?
// tan, given an angle will return the ratio
// so if we only have the ratio of position
// we use atan to get the angle
float angle = atan(pos.y,pos.x);
float r = sin(angle + time);
float getBPMVis(float bpm){
// this function can be found graphed out here :https://www.desmos.com/calculator/rx86e6ymw7
float bps = 60./bpm; // beats per second
float bpmVis = tan((time*PI)/bps);
// multiply it by PI so that tan has a regular spike every 1 instead of PI
// divide by the beat per second so there are that many spikes per second
bpmVis = clamp(bpmVis,0.,10.);
// tan goes to infinity so lets clamp it at 10
bpmVis = abs(bpmVis)/20.;
float getBPMVis(float bpm){
// this function can be found graphed out here :https://www.desmos.com/calculator/rx86e6ymw7
float bps = 60./bpm; // beats per second
float bpmVis = tan((time*PI)/bps);
// multiply it by PI so that tan has a regular spike every 1 instead of PI
// divide by the beat per second so there are that many spikes per second
bpmVis = clamp(bpmVis,0.,10.);
// tan goes to infinity so lets clamp it at 10
bpmVis = abs(bpmVis)/20.;
// Define some constants
const int steps = 128; // This is the maximum amount a ray can march.
const float smallNumber = 0.001;
const float maxDist = 10.; // This is the maximum distance a ray can travel.
float fOpUnionStairs(float a, float b, float r, float n) {
float s = r/n;
float u = b-r;
return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2.0 * s)) - s)));