-
-
Save phi16/8aa0c4b8d6b6ebf84144e4012c746e9c to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define tau (3.1415926535*2.) | |
float rand(vec2 co){ | |
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); | |
} | |
float noise0(float t, float s) { | |
float r = floor(t); | |
float f = fract(t); | |
f = smoothstep(0., 1., f); | |
float u0 = rand(vec2(r+0.,s)) - 0.5; | |
float u1 = rand(vec2(r+1.,s)) - 0.5; | |
return mix(u0, u1, f); | |
} | |
float noise1(float t, float s) { | |
float r = floor(t); | |
float f = fract(t); | |
f = smoothstep(0., 1., f); | |
float v0 = rand(vec2(r+0.,s)); | |
float v1 = rand(vec2(r+1.,s)); | |
float v2 = rand(vec2(r+2.,s)); | |
float u0 = v1 - v0; | |
float u1 = v2 - v1; | |
return mix(u0, u1, f); | |
} | |
float noise2(float t, float s) { | |
float r = floor(t); | |
float f = fract(t); | |
f = smoothstep(0., 1., f); | |
float w0 = rand(vec2(r+0.,s)); | |
float w1 = rand(vec2(r+1.,s)); | |
float w2 = rand(vec2(r+2.,s)); | |
float w3 = rand(vec2(r+3.,s)); | |
float v0 = w1 - w0; | |
float v1 = w2 - w1; | |
float v2 = w3 - w2; | |
float u0 = v1 - v0; | |
float u1 = v2 - v1; | |
return mix(u0, u1, f); | |
} | |
float noiseR0(float t, float p) { | |
t += noise0(t, 0.) * p; | |
return noise0(t, 1.); | |
} | |
float noiseR1(float t, float p) { | |
t += noise0(t, 0.) * p; | |
return noise1(t, 1.); | |
} | |
float chirp(float sf, float df, float rate, float t) { | |
// integrate sf+df*exp(-rate*t) = sf*t-df*exp(-rate*t)/rate | |
float v = sf*t - df*exp(-rate*t)/rate; | |
return sin(v*tau) + sin(v*1.5*tau)*0.5; | |
} | |
float ev(float s, float e, float t) { | |
return (1.-exp(-s*t)) * exp(-e*t); | |
} | |
float b(float t) { | |
return chirp(10., 500., 100., t); | |
} | |
float y(float t) { | |
return noiseR1(t*60000., 1.) * 1.2; | |
} | |
float h(float t) { | |
return noise2(t*18000., 0.) * 1.5; | |
} | |
vec2 mainSound(float time){ | |
vec2 v = vec2(0.); | |
float t = time; | |
float bpm = 120.; | |
float spb = 60./bpm; | |
float et = fract(t/spb); | |
v *= 1. - ev(0.5, 4., et) * 8.; | |
v += b(et) * (ev(100., 8., et) + ev(100., 2., et)*0.5) * 2.; | |
float bt = fract(et+0.5); | |
v += y(bt) * ev(100., 8., bt) * 1.5; | |
float ht = fract(et*4.)/4.; | |
v += h(ht) * ev(100., 16., ht) * 0.8; | |
return v*0.1; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment