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August 7, 2018 07:14
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VEDA + TidalCycles Example https://twitter.com/amagitakayosi/status/931146019206762498
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/*{ "osc": 4000 }*/ | |
precision mediump float; | |
uniform float time; | |
uniform vec2 resolution; | |
uniform sampler2D backbuffer; | |
uniform sampler2D osc_tidal; | |
vec2 rotate(in vec2 p, in float t) { | |
return mat2(cos(t), -sin(t), sin(t), cos(t)) * p; | |
} | |
float random(in vec2 st) { | |
return fract(abs(sin(dot(st, vec2(94.2984, 488.923))) * 234.9892)); | |
} | |
float rects(in vec2 p, in float t) { | |
return random(vec2(p.x * .0001 + t * .008, floor(p.y * 17.))); | |
} | |
void main() { | |
vec2 uv = gl_FragCoord.xy / resolution; | |
vec2 p = (gl_FragCoord.xy * 2. - resolution) / min(resolution.x, resolution.y); | |
p *= 3.4; | |
p = rotate(p, time * .2); | |
float l = length(p); | |
float r = texture2D(osc_tidal, vec2(.0)).r * sin(l * 2. + 0.); | |
float g = texture2D(osc_tidal, vec2(.4)).r * sin(l * 2. + 2.); | |
float b = texture2D(osc_tidal, vec2(.7)).r * sin(l * 2. + 4.); | |
float n = rects(p, time); | |
gl_FragColor = vec4(r, g, b, 1) * n; | |
gl_FragColor += texture2D(backbuffer, rotate(uv - .5, time) * .9 +.5, time) * .93; | |
// gl_FragColor = vec4(0); | |
} |
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SuperDirt.start() | |
b = NetAddr.new("127.0.0.1", 4000); | |
OSCdef(\test, { |msg, time| | |
var bass2 = false; | |
var bd = false; | |
var sd = false; | |
for(1, msg.size, { | |
arg i; | |
bass2 = if(msg[i] == 'bass2', true, bass2); | |
bd = if(msg[i] == 'bd', true, bd); | |
sd = if(msg[i] == 'sd', true, sd); | |
}); | |
b.sendMsg("/tidal", bass2, bd, sd); | |
}, '/play2', n); |
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cps 0.3 | |
d1 $ s "[bass2 bass2 ~ ~] sd [bd ~ ~ bd] [~ ~ bass2 ~] [~ bass2 ~ ~] sd [bd ~ ~ bd] [~ ~ sd ~] " # crush 4 | |
cps 0.5 | |
d1 $ s "bass2 sd bd sd" | |
hush |
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