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Noah Weninger nwoeanhinnogaehr

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View wa15.cpp
// Hi! thanks for tuning in.
//
// this is some experimental new software for live coding additive synthesis in C++
// it's not released yet, because it was hacked together in the last 3 days
// check out the #cling channel on lurk for further information
vector<int> feed[2];
vector<cplx> cfeed[2];
View keybase.md

Keybase proof

I hereby claim:

  • I am nwoeanhinnogaehr on github.
  • I am byteobserver (https://keybase.io/byteobserver) on keybase.
  • I have a public key ASAOpSU7-_MH8V0cCYM0Fc4tXfqr2DnW_JYFg6An4BWTSQo

To claim this, I am signing this object:

View perf.sc
(
s.boot;
~snd = Buffer.read(s, "/home/me/final.flac");
)
(
var b = { Buffer.alloc(s,2048,1) }.dup;
var hop = 1/4;
PyOnce("
View Kaleidoscope.glsl
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
uniform float speed;
uniform float angle;
uniform float power;
View SimpleFlip.glsl
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
vec2 q = p;
@nwoeanhinnogaehr
nwoeanhinnogaehr / Dissolve.glsl
Created May 20, 2014 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
View Dissolve.glsl
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
uniform float blocksize;
// A simple PRNG
@nwoeanhinnogaehr
nwoeanhinnogaehr / HSVfade.glsl
Created May 20, 2014 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
View HSVfade.glsl
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
// HSV functions are from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec3 hsv2rgb(vec3 c) {
@nwoeanhinnogaehr
nwoeanhinnogaehr / Fold.glsl
Created May 20, 2014 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
View Fold.glsl
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
vec4 a = texture2D(from, (p - vec2(progress, 0.0)) / vec2(1.0-progress, 1.0));
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