Add Psytrance Visualizer macOS app with Metal rendering
A complete audio-reactive visualizer for psytrance music featuring: Audio Analysis (DSPEngine): - FFT spectrum analysis via Accelerate/vDSP - 64-band Mel spectrogram - Sub-bass energy extraction (<100Hz) - Automatic sidechain pump detection - Harmonic-to-Noise ratio (HNR) calculation - Peak/transient detection 8 Visualization Modes (Metal Shaders): 1. FFT Classic - Frequency spectrum bars with glow 2. Mel Spectrogram - Waterfall display 3. Sub-Bass - Pulsating rings 4. Sidechain Pump - Breathing zoom effect 5. Harmonic/Noise - Geometric vs chaotic particles 6. Mandelbrot - Audio-reactive fractal zoom 7. Tunnel Warp - Infinite tunnel with distortion 8. DMT Geometry - Sacred geometry patterns Features: - Selectable audio input device (BlackHole support) - Configurable buffer size (512/1024) - Reactivity slider for visual intensity - Auto-hiding control panel - Fullscreen support with keyboard shortcuts (1-8, F, ESC) - Persistent settings via UserDefaults - Psytrance-inspired neon/UV color palette
This commit is contained in:
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//
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// MetalRenderer.swift
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// PsytranceVisualizer
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//
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// Metal-based renderer for all visualization modes
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//
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import MetalKit
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import simd
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/// Uniform data passed to all shaders
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struct ShaderUniforms {
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var time: Float
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var resolution: SIMD2<Float>
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var reactivity: Float
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// Audio analysis data
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var subBassEnergy: Float
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var sidechainPump: Float
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var sidechainEnvelope: Float
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var hnrRatio: Float
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var isPeak: Float
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var peakIntensity: Float
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var spectralCentroid: Float
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var rmsLevel: Float
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// Visualization mode (1-8)
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var mode: Int32
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// Padding for Metal alignment
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var padding: SIMD2<Float> = .zero
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}
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/// Metal renderer managing all visualization shaders
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final class MetalRenderer: NSObject, ObservableObject {
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// MARK: - Properties
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private let device: MTLDevice
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private let commandQueue: MTLCommandQueue
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private var pipelineStates: [VisualizationMode: MTLRenderPipelineState] = [:]
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private var currentPipelineState: MTLRenderPipelineState?
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@Published private(set) var currentMode: VisualizationMode = .fftClassic
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// MARK: - Buffers
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private var uniformBuffer: MTLBuffer?
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private var fftBuffer: MTLBuffer?
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private var melBuffer: MTLBuffer?
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private var subBassHistoryBuffer: MTLBuffer?
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// MARK: - State
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private var startTime: CFAbsoluteTime
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private var uniforms = ShaderUniforms(
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time: 0,
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resolution: SIMD2<Float>(1920, 1080),
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reactivity: 0.5,
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subBassEnergy: 0,
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sidechainPump: 0,
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sidechainEnvelope: 0,
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hnrRatio: 0.5,
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isPeak: 0,
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peakIntensity: 0,
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spectralCentroid: 0.5,
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rmsLevel: 0,
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mode: 1
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)
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private var audioData: AudioAnalysisData = .empty
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// MARK: - Constants
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private let maxFFTSize = 1024
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private let melBandCount = 64
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private let historySize = 128
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// MARK: - Initialization
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init?(device: MTLDevice) {
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guard let queue = device.makeCommandQueue() else {
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print("[MetalRenderer] Failed to create command queue")
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return nil
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}
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self.device = device
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self.commandQueue = queue
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self.startTime = CFAbsoluteTimeGetCurrent()
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super.init()
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createBuffers()
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loadShaders()
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}
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// MARK: - Public Methods
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/// Sets the current visualization mode
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func setVisualizationMode(_ mode: VisualizationMode) {
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currentMode = mode
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currentPipelineState = pipelineStates[mode]
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uniforms.mode = Int32(mode.rawValue)
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print("[MetalRenderer] Mode changed to: \(mode.displayName)")
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}
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/// Updates audio analysis data
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func updateAudioData(_ data: AudioAnalysisData) {
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audioData = data
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// Update uniforms
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uniforms.subBassEnergy = data.subBassEnergy
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uniforms.sidechainPump = data.sidechainPumpAmount
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uniforms.sidechainEnvelope = data.sidechainEnvelope
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uniforms.hnrRatio = data.hnrRatio
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uniforms.isPeak = data.isPeak ? 1.0 : 0.0
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uniforms.peakIntensity = data.peakIntensity
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uniforms.spectralCentroid = data.spectralCentroid
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uniforms.rmsLevel = data.rmsLevel
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// Update FFT buffer
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updateFFTBuffer(data.fftMagnitudes)
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// Update Mel buffer
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updateMelBuffer(data.melBands)
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// Update sub-bass history buffer
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updateSubBassHistoryBuffer(data.subBassHistory)
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}
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/// Sets reactivity value
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func setReactivity(_ value: Float) {
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uniforms.reactivity = max(0.0, min(1.0, value))
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}
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// MARK: - Private Methods
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private func createBuffers() {
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// Uniform buffer
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uniformBuffer = device.makeBuffer(
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length: MemoryLayout<ShaderUniforms>.stride,
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options: .storageModeShared
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)
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// FFT magnitude buffer
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fftBuffer = device.makeBuffer(
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length: maxFFTSize * MemoryLayout<Float>.stride,
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options: .storageModeShared
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)
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// Mel bands buffer
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melBuffer = device.makeBuffer(
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length: melBandCount * MemoryLayout<Float>.stride,
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options: .storageModeShared
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)
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// Sub-bass history buffer
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subBassHistoryBuffer = device.makeBuffer(
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length: historySize * MemoryLayout<Float>.stride,
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options: .storageModeShared
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)
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}
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private func updateFFTBuffer(_ magnitudes: [Float]) {
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guard let buffer = fftBuffer else { return }
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let count = min(magnitudes.count, maxFFTSize)
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memcpy(buffer.contents(), magnitudes, count * MemoryLayout<Float>.stride)
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}
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private func updateMelBuffer(_ bands: [Float]) {
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guard let buffer = melBuffer else { return }
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let count = min(bands.count, melBandCount)
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memcpy(buffer.contents(), bands, count * MemoryLayout<Float>.stride)
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}
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private func updateSubBassHistoryBuffer(_ history: [Float]) {
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guard let buffer = subBassHistoryBuffer else { return }
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let count = min(history.count, historySize)
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memcpy(buffer.contents(), history, count * MemoryLayout<Float>.stride)
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}
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private func loadShaders() {
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guard let library = device.makeDefaultLibrary() else {
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print("[MetalRenderer] Failed to load shader library")
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return
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}
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// Load vertex shader (shared)
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guard let vertexFunction = library.makeFunction(name: "vertexShader") else {
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print("[MetalRenderer] Failed to load vertex shader")
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return
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}
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// Load all fragment shaders
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for mode in VisualizationMode.allCases {
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guard let fragmentFunction = library.makeFunction(name: mode.shaderFunctionName) else {
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print("[MetalRenderer] Failed to load shader: \(mode.shaderFunctionName)")
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continue
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}
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let descriptor = MTLRenderPipelineDescriptor()
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descriptor.vertexFunction = vertexFunction
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descriptor.fragmentFunction = fragmentFunction
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descriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
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// Enable blending for glow effects
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descriptor.colorAttachments[0].isBlendingEnabled = true
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descriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha
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descriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
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descriptor.colorAttachments[0].sourceAlphaBlendFactor = .one
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descriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
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do {
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let pipelineState = try device.makeRenderPipelineState(descriptor: descriptor)
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pipelineStates[mode] = pipelineState
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print("[MetalRenderer] Loaded shader: \(mode.displayName)")
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} catch {
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print("[MetalRenderer] Failed to create pipeline state for \(mode.displayName): \(error)")
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}
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}
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// Set initial pipeline state
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currentPipelineState = pipelineStates[.fftClassic]
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}
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}
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// MARK: - MTKViewDelegate
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extension MetalRenderer: MTKViewDelegate {
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func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
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uniforms.resolution = SIMD2<Float>(Float(size.width), Float(size.height))
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}
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func draw(in view: MTKView) {
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guard let pipelineState = currentPipelineState,
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let drawable = view.currentDrawable,
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let renderPassDescriptor = view.currentRenderPassDescriptor else {
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return
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}
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// Update time
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uniforms.time = Float(CFAbsoluteTimeGetCurrent() - startTime)
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// Update uniform buffer
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if let buffer = uniformBuffer {
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memcpy(buffer.contents(), &uniforms, MemoryLayout<ShaderUniforms>.stride)
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}
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// Create command buffer
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guard let commandBuffer = commandQueue.makeCommandBuffer(),
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let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
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return
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}
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// Set pipeline state
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renderEncoder.setRenderPipelineState(pipelineState)
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// Set buffers
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if let buffer = uniformBuffer {
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renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 0)
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}
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if let buffer = fftBuffer {
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renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 1)
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}
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if let buffer = melBuffer {
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renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 2)
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}
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if let buffer = subBassHistoryBuffer {
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renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 3)
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}
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// Draw fullscreen quad
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renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
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renderEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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@@ -0,0 +1,241 @@
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//
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// Common.metal
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// PsytranceVisualizer
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//
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// Shared shader functions, types, and psytrance color palette
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//
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#include <metal_stdlib>
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using namespace metal;
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// MARK: - Uniforms Structure
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struct ShaderUniforms {
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float time;
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float2 resolution;
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float reactivity;
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float subBassEnergy;
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float sidechainPump;
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float sidechainEnvelope;
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float hnrRatio;
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float isPeak;
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float peakIntensity;
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float spectralCentroid;
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float rmsLevel;
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int mode;
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float2 padding;
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};
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// MARK: - Vertex Data
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struct VertexOut {
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float4 position [[position]];
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float2 uv;
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};
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// MARK: - Psytrance Color Palette
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constant float3 neonMagenta = float3(1.0, 0.0, 1.0);
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constant float3 neonCyan = float3(0.0, 1.0, 1.0);
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constant float3 neonGreen = float3(0.224, 1.0, 0.078);
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constant float3 uvViolet = float3(0.482, 0.0, 1.0);
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constant float3 hotPink = float3(1.0, 0.2, 0.6);
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constant float3 electricBlue = float3(0.0, 0.5, 1.0);
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constant float3 deepPurple = float3(0.1, 0.0, 0.15);
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// MARK: - Palette Functions
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inline float3 getPaletteColor(int index) {
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switch (index % 6) {
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case 0: return neonMagenta;
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case 1: return neonCyan;
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case 2: return neonGreen;
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case 3: return uvViolet;
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case 4: return hotPink;
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default: return electricBlue;
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}
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}
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inline float3 rainbowPalette(float t) {
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float3 a = float3(0.5, 0.5, 0.5);
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float3 b = float3(0.5, 0.5, 0.5);
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float3 c = float3(1.0, 1.0, 1.0);
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float3 d = float3(0.0, 0.33, 0.67);
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return a + b * cos(6.28318 * (c * t + d));
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}
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inline float3 psytrancePalette(float t, float time) {
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// Cycle through psytrance colors
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float phase = fract(t + time * 0.1);
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if (phase < 0.2) {
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return mix(uvViolet, neonMagenta, phase * 5.0);
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} else if (phase < 0.4) {
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return mix(neonMagenta, hotPink, (phase - 0.2) * 5.0);
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} else if (phase < 0.6) {
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return mix(hotPink, neonCyan, (phase - 0.4) * 5.0);
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} else if (phase < 0.8) {
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return mix(neonCyan, neonGreen, (phase - 0.6) * 5.0);
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} else {
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return mix(neonGreen, uvViolet, (phase - 0.8) * 5.0);
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}
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}
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// MARK: - Heatmap for Spectrogram
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inline float3 heatmap(float t) {
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// Low energy: dark purple
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// High energy: white through neon colors
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if (t < 0.2) {
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return mix(float3(0.05, 0.0, 0.1), uvViolet, t * 5.0);
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} else if (t < 0.4) {
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return mix(uvViolet, neonMagenta, (t - 0.2) * 5.0);
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} else if (t < 0.6) {
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return mix(neonMagenta, hotPink, (t - 0.4) * 5.0);
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} else if (t < 0.8) {
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return mix(hotPink, neonCyan, (t - 0.6) * 5.0);
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} else {
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return mix(neonCyan, float3(1.0), (t - 0.8) * 5.0);
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}
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}
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// MARK: - Noise Functions
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// Simplex-like noise
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inline float hash(float2 p) {
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float3 p3 = fract(float3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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inline float noise(float2 p) {
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float2 i = floor(p);
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float2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + float2(1.0, 0.0));
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float c = hash(i + float2(0.0, 1.0));
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float d = hash(i + float2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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inline float fbm(float2 p, int octaves) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for (int i = 0; i < octaves; i++) {
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value += amplitude * noise(p * frequency);
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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// 3D noise for volumetric effects
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inline float noise3D(float3 p) {
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float3 i = floor(p);
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float3 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float2 uv = i.xy + float2(37.0, 17.0) * i.z;
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float a = hash(uv);
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float b = hash(uv + float2(1.0, 0.0));
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float c = hash(uv + float2(0.0, 1.0));
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float d = hash(uv + float2(1.0, 1.0));
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float2 uv2 = uv + float2(37.0, 17.0);
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float e = hash(uv2);
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float ff = hash(uv2 + float2(1.0, 0.0));
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float g = hash(uv2 + float2(0.0, 1.0));
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float h = hash(uv2 + float2(1.0, 1.0));
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float x1 = mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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float x2 = mix(mix(e, ff, f.x), mix(g, h, f.x), f.y);
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return mix(x1, x2, f.z);
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}
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// MARK: - Utility Functions
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inline float2 rotate(float2 p, float angle) {
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float c = cos(angle);
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float s = sin(angle);
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return float2(p.x * c - p.y * s, p.x * s + p.y * c);
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}
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inline float map(float value, float inMin, float inMax, float outMin, float outMax) {
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return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
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}
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inline float smoothstepEdge(float edge0, float edge1, float x) {
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float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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// MARK: - Glow Effect
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inline float3 addGlow(float3 color, float intensity, float3 glowColor) {
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return color + glowColor * intensity * intensity;
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}
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// MARK: - SDF Functions for Geometry
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inline float sdCircle(float2 p, float r) {
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return length(p) - r;
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}
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inline float sdBox(float2 p, float2 b) {
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float2 d = abs(p) - b;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
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}
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inline float sdHexagon(float2 p, float r) {
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const float3 k = float3(-0.866025404, 0.5, 0.577350269);
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p = abs(p);
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p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
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p -= float2(clamp(p.x, -k.z * r, k.z * r), r);
|
||||
return length(p) * sign(p.y);
|
||||
}
|
||||
|
||||
inline float sdStar(float2 p, float r, int n, float m) {
|
||||
float an = 3.141593 / float(n);
|
||||
float en = 3.141593 / m;
|
||||
float2 acs = float2(cos(an), sin(an));
|
||||
float2 ecs = float2(cos(en), sin(en));
|
||||
|
||||
float bn = fmod(atan2(p.x, p.y), 2.0 * an) - an;
|
||||
p = length(p) * float2(cos(bn), abs(sin(bn)));
|
||||
p -= r * acs;
|
||||
p += ecs * clamp(-dot(p, ecs), 0.0, r * acs.y / ecs.y);
|
||||
return length(p) * sign(p.x);
|
||||
}
|
||||
|
||||
// MARK: - Vertex Shader (Fullscreen Quad)
|
||||
|
||||
vertex VertexOut vertexShader(uint vertexID [[vertex_id]]) {
|
||||
// Generate fullscreen quad
|
||||
float2 positions[4] = {
|
||||
float2(-1.0, -1.0),
|
||||
float2( 1.0, -1.0),
|
||||
float2(-1.0, 1.0),
|
||||
float2( 1.0, 1.0)
|
||||
};
|
||||
|
||||
float2 uvs[4] = {
|
||||
float2(0.0, 1.0),
|
||||
float2(1.0, 1.0),
|
||||
float2(0.0, 0.0),
|
||||
float2(1.0, 0.0)
|
||||
};
|
||||
|
||||
VertexOut out;
|
||||
out.position = float4(positions[vertexID], 0.0, 1.0);
|
||||
out.uv = uvs[vertexID];
|
||||
return out;
|
||||
}
|
||||
@@ -0,0 +1,290 @@
|
||||
//
|
||||
// DMTGeometryShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Sacred geometry patterns: Flower of Life, Metatron's Cube, Sri Yantra, Hexagonal
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
#include "Common.metal"
|
||||
|
||||
// === SACRED GEOMETRY PRIMITIVES ===
|
||||
|
||||
// Flower of Life - overlapping circles
|
||||
float flowerOfLife(float2 p, float scale, float time) {
|
||||
p *= scale;
|
||||
|
||||
float result = 0.0;
|
||||
float circleRadius = 0.5;
|
||||
|
||||
// Center circle
|
||||
result = max(result, 1.0 - smoothstep(circleRadius - 0.02, circleRadius, length(p)));
|
||||
|
||||
// 6 circles around center
|
||||
for (int i = 0; i < 6; i++) {
|
||||
float angle = float(i) * 3.14159 / 3.0 + time * 0.1;
|
||||
float2 offset = float2(cos(angle), sin(angle)) * circleRadius;
|
||||
float d = length(p - offset);
|
||||
result = max(result, 1.0 - smoothstep(circleRadius - 0.02, circleRadius, d));
|
||||
}
|
||||
|
||||
// Second ring of 12 circles
|
||||
for (int i = 0; i < 12; i++) {
|
||||
float angle = float(i) * 3.14159 / 6.0 + time * 0.05;
|
||||
float2 offset = float2(cos(angle), sin(angle)) * circleRadius * 2.0;
|
||||
float d = length(p - offset);
|
||||
result = max(result, 0.5 * (1.0 - smoothstep(circleRadius - 0.02, circleRadius, d)));
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Metatron's Cube - 13 circles with connecting lines
|
||||
float metatronsCube(float2 p, float scale, float time) {
|
||||
p *= scale;
|
||||
|
||||
float result = 0.0;
|
||||
float nodeRadius = 0.08;
|
||||
float lineWidth = 0.01;
|
||||
|
||||
// Define the 13 points of Metatron's Cube
|
||||
float2 points[13];
|
||||
points[0] = float2(0.0, 0.0); // Center
|
||||
|
||||
// Inner hexagon
|
||||
for (int i = 0; i < 6; i++) {
|
||||
float angle = float(i) * 3.14159 / 3.0 + time * 0.1;
|
||||
points[i + 1] = float2(cos(angle), sin(angle)) * 0.5;
|
||||
}
|
||||
|
||||
// Outer hexagon (rotated)
|
||||
for (int i = 0; i < 6; i++) {
|
||||
float angle = float(i) * 3.14159 / 3.0 + 3.14159 / 6.0 + time * 0.1;
|
||||
points[i + 7] = float2(cos(angle), sin(angle)) * 0.866;
|
||||
}
|
||||
|
||||
// Draw nodes
|
||||
for (int i = 0; i < 13; i++) {
|
||||
float d = length(p - points[i]);
|
||||
float node = 1.0 - smoothstep(nodeRadius - 0.01, nodeRadius, d);
|
||||
result = max(result, node);
|
||||
}
|
||||
|
||||
// Draw connecting lines
|
||||
for (int i = 0; i < 13; i++) {
|
||||
for (int j = i + 1; j < 13; j++) {
|
||||
float2 a = points[i];
|
||||
float2 b = points[j];
|
||||
float2 pa = p - a;
|
||||
float2 ba = b - a;
|
||||
float t = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
|
||||
float d = length(pa - ba * t);
|
||||
float line = 1.0 - smoothstep(lineWidth, lineWidth + 0.005, d);
|
||||
result = max(result, line * 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Sri Yantra - 9 interlocking triangles
|
||||
float sriYantra(float2 p, float scale, float time) {
|
||||
p *= scale;
|
||||
|
||||
float result = 0.0;
|
||||
float lineWidth = 0.015;
|
||||
|
||||
// Rotating factor
|
||||
float rot = time * 0.05;
|
||||
|
||||
// Draw 4 upward triangles
|
||||
for (int i = 0; i < 4; i++) {
|
||||
float size = 0.3 + float(i) * 0.15;
|
||||
float yOffset = -0.1 + float(i) * 0.05;
|
||||
|
||||
float2 tp = p - float2(0.0, yOffset);
|
||||
tp = rotate(tp, rot);
|
||||
|
||||
// Triangle SDF
|
||||
float2 a = float2(0.0, size);
|
||||
float2 b = float2(-size * 0.866, -size * 0.5);
|
||||
float2 c = float2(size * 0.866, -size * 0.5);
|
||||
|
||||
float d1 = dot(tp - a, normalize(float2(b.y - a.y, a.x - b.x)));
|
||||
float d2 = dot(tp - b, normalize(float2(c.y - b.y, b.x - c.x)));
|
||||
float d3 = dot(tp - c, normalize(float2(a.y - c.y, c.x - a.x)));
|
||||
|
||||
float triangleDist = max(max(d1, d2), d3);
|
||||
float edge = 1.0 - smoothstep(0.0, lineWidth, abs(triangleDist));
|
||||
result = max(result, edge * (1.0 - float(i) * 0.15));
|
||||
}
|
||||
|
||||
// Draw 5 downward triangles
|
||||
for (int i = 0; i < 5; i++) {
|
||||
float size = 0.25 + float(i) * 0.12;
|
||||
float yOffset = 0.1 - float(i) * 0.04;
|
||||
|
||||
float2 tp = p - float2(0.0, yOffset);
|
||||
tp = rotate(tp, -rot);
|
||||
|
||||
float2 a = float2(0.0, -size);
|
||||
float2 b = float2(-size * 0.866, size * 0.5);
|
||||
float2 c = float2(size * 0.866, size * 0.5);
|
||||
|
||||
float d1 = dot(tp - a, normalize(float2(b.y - a.y, a.x - b.x)));
|
||||
float d2 = dot(tp - b, normalize(float2(c.y - b.y, b.x - c.x)));
|
||||
float d3 = dot(tp - c, normalize(float2(a.y - c.y, c.x - a.x)));
|
||||
|
||||
float triangleDist = max(max(d1, d2), d3);
|
||||
float edge = 1.0 - smoothstep(0.0, lineWidth, abs(triangleDist));
|
||||
result = max(result, edge * (1.0 - float(i) * 0.12));
|
||||
}
|
||||
|
||||
// Central bindu (point)
|
||||
float bindu = 1.0 - smoothstep(0.03, 0.04, length(p));
|
||||
result = max(result, bindu);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Hexagonal grid pattern
|
||||
float hexagonalPattern(float2 p, float scale, float time) {
|
||||
p *= scale;
|
||||
|
||||
// Hexagonal grid transformation
|
||||
float2 s = float2(1.0, 1.732);
|
||||
float2 h = s * 0.5;
|
||||
|
||||
float2 a = fmod(p, s) - h;
|
||||
float2 b = fmod(p + h, s) - h;
|
||||
|
||||
float2 gv = dot(a, a) < dot(b, b) ? a : b;
|
||||
|
||||
float hexDist = max(abs(gv.x), dot(abs(gv), normalize(float2(1.0, 1.732))));
|
||||
|
||||
float edge = 1.0 - smoothstep(0.4, 0.42, hexDist);
|
||||
float fill = smoothstep(0.38, 0.4, hexDist);
|
||||
|
||||
// Animate individual hexagons
|
||||
float2 cellId = floor(p / s);
|
||||
float cellPhase = hash(cellId + floor(time * 0.5)) * 2.0 * 3.14159;
|
||||
float pulse = 0.5 + 0.5 * sin(time * 3.0 + cellPhase);
|
||||
|
||||
return edge + fill * pulse * 0.3;
|
||||
}
|
||||
|
||||
// === MAIN FRAGMENT SHADER ===
|
||||
|
||||
fragment float4 dmtGeometryFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]],
|
||||
constant float* melData [[buffer(2)]],
|
||||
constant float* historyData [[buffer(3)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float2 resolution = uniforms.resolution;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
|
||||
float subBass = uniforms.subBassEnergy;
|
||||
float hnr = uniforms.hnrRatio;
|
||||
float peak = uniforms.isPeak;
|
||||
float peakIntensity = uniforms.peakIntensity;
|
||||
|
||||
// Aspect ratio correction
|
||||
float aspectRatio = resolution.x / resolution.y;
|
||||
float2 p = (uv - 0.5) * 2.0;
|
||||
p.x *= aspectRatio;
|
||||
|
||||
// Scale pulsing with sub-bass
|
||||
float scale = 2.0 + subBass * 0.5 * (0.5 + reactivity * 0.5);
|
||||
p *= scale;
|
||||
|
||||
// Rotation
|
||||
float rotation = time * 0.1;
|
||||
p = rotate(p, rotation);
|
||||
|
||||
// Determine which geometry to show
|
||||
// Changes on peaks or every few seconds
|
||||
float cycleTime = 8.0; // Seconds per geometry
|
||||
float cyclePhase = fmod(time, cycleTime * 4.0) / cycleTime;
|
||||
int geometryIndex = int(cyclePhase);
|
||||
|
||||
// Force change on strong peaks
|
||||
if (peak > 0.5 && peakIntensity > 0.7) {
|
||||
geometryIndex = int(fmod(float(geometryIndex) + 1.0, 4.0));
|
||||
}
|
||||
|
||||
// Calculate all geometries (for blending)
|
||||
float flower = flowerOfLife(p, 1.0, time);
|
||||
float metatron = metatronsCube(p, 1.5, time);
|
||||
float yantra = sriYantra(p, 1.2, time);
|
||||
float hexGrid = hexagonalPattern(p, 3.0, time);
|
||||
|
||||
// Select primary and secondary for blending
|
||||
float primary = 0.0;
|
||||
float secondary = 0.0;
|
||||
float blendPhase = fract(cyclePhase);
|
||||
|
||||
switch (geometryIndex) {
|
||||
case 0:
|
||||
primary = flower;
|
||||
secondary = metatron;
|
||||
break;
|
||||
case 1:
|
||||
primary = metatron;
|
||||
secondary = yantra;
|
||||
break;
|
||||
case 2:
|
||||
primary = yantra;
|
||||
secondary = hexGrid;
|
||||
break;
|
||||
default:
|
||||
primary = hexGrid;
|
||||
secondary = flower;
|
||||
break;
|
||||
}
|
||||
|
||||
// Smooth transition
|
||||
float transitionWindow = 0.2; // 20% of cycle for transition
|
||||
float blend = smoothstep(1.0 - transitionWindow, 1.0, blendPhase);
|
||||
float geometry = mix(primary, secondary, blend);
|
||||
|
||||
// Complexity based on HNR (more harmonic = more detail)
|
||||
geometry *= 0.7 + hnr * 0.3;
|
||||
|
||||
// Color based on geometry and audio
|
||||
float colorPhase = time * 0.1 + geometry * 0.5;
|
||||
float3 geometryColor = psytrancePalette(colorPhase, time);
|
||||
|
||||
// Glow intensity from peak
|
||||
float glowIntensity = 0.5 + peakIntensity * 0.5;
|
||||
float3 glowColor = mix(neonMagenta, neonCyan, 0.5 + 0.5 * sin(time));
|
||||
|
||||
// Compose final color
|
||||
float3 finalColor = geometryColor * geometry;
|
||||
|
||||
// Add glow
|
||||
finalColor = addGlow(finalColor, geometry * glowIntensity, glowColor);
|
||||
|
||||
// Background - subtle pulsing gradient
|
||||
float dist = length(uv - 0.5);
|
||||
float3 bgColor = mix(deepPurple, uvViolet * 0.3, dist);
|
||||
bgColor *= 0.8 + 0.2 * subBass;
|
||||
|
||||
finalColor = mix(bgColor, finalColor, clamp(geometry * 1.5, 0.0, 1.0));
|
||||
|
||||
// Peak flash
|
||||
if (peak > 0.5) {
|
||||
finalColor += float3(1.0) * peakIntensity * 0.2;
|
||||
}
|
||||
|
||||
// Outer glow
|
||||
float outerGlow = exp(-dist * 3.0);
|
||||
finalColor += neonMagenta * outerGlow * 0.1 * subBass;
|
||||
|
||||
return float4(finalColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
//
|
||||
// FFTClassicShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Classic FFT bar visualization with glow effects
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
// Include common definitions
|
||||
#include "Common.metal"
|
||||
|
||||
fragment float4 fftClassicFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float2 resolution = uniforms.resolution;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
|
||||
// Number of bars to display
|
||||
const int numBars = 64;
|
||||
const float barWidth = 1.0 / float(numBars);
|
||||
const float barGap = barWidth * 0.2;
|
||||
const float actualBarWidth = barWidth - barGap;
|
||||
|
||||
// Determine which bar this pixel belongs to
|
||||
int barIndex = int(uv.x * float(numBars));
|
||||
barIndex = clamp(barIndex, 0, numBars - 1);
|
||||
|
||||
// Get FFT magnitude for this bar (with some averaging for smoothness)
|
||||
float magnitude = fftData[barIndex];
|
||||
|
||||
// Apply reactivity scaling
|
||||
magnitude = magnitude * (0.5 + reactivity * 1.5);
|
||||
magnitude = clamp(magnitude, 0.0, 1.0);
|
||||
|
||||
// Calculate bar position within its cell
|
||||
float barCellX = fract(uv.x * float(numBars));
|
||||
float barCenterX = 0.5;
|
||||
|
||||
// Distance from bar center (for width calculation)
|
||||
float distFromCenter = abs(barCellX - barCenterX);
|
||||
float halfWidth = actualBarWidth * 0.5 / barWidth;
|
||||
|
||||
// Check if we're inside the bar horizontally
|
||||
bool insideBarX = distFromCenter < halfWidth;
|
||||
|
||||
// Bar height from bottom
|
||||
float barHeight = magnitude;
|
||||
|
||||
// Add some bounce on peaks
|
||||
if (uniforms.isPeak > 0.5) {
|
||||
barHeight += uniforms.peakIntensity * 0.1 * sin(time * 20.0 + float(barIndex) * 0.3);
|
||||
}
|
||||
|
||||
// Check if we're inside the bar vertically (from bottom)
|
||||
float yFromBottom = 1.0 - uv.y;
|
||||
bool insideBarY = yFromBottom < barHeight;
|
||||
|
||||
// Color based on frequency and magnitude
|
||||
float colorPhase = float(barIndex) / float(numBars) + time * 0.05;
|
||||
float3 barColor = psytrancePalette(colorPhase, time);
|
||||
|
||||
// Intensity gradient from bottom to top
|
||||
float intensityGradient = yFromBottom / max(barHeight, 0.01);
|
||||
intensityGradient = clamp(intensityGradient, 0.0, 1.0);
|
||||
|
||||
// Make top of bars brighter
|
||||
barColor = mix(barColor * 0.6, barColor * 1.5, intensityGradient);
|
||||
|
||||
// Calculate glow
|
||||
float glowRadius = 0.05 * (1.0 + magnitude);
|
||||
float distToBar = 0.0;
|
||||
|
||||
if (!insideBarX) {
|
||||
distToBar = (distFromCenter - halfWidth) * barWidth;
|
||||
}
|
||||
if (!insideBarY && yFromBottom >= barHeight) {
|
||||
float vertDist = yFromBottom - barHeight;
|
||||
distToBar = max(distToBar, vertDist);
|
||||
}
|
||||
|
||||
float glow = exp(-distToBar * distToBar / (glowRadius * glowRadius * 2.0));
|
||||
glow *= magnitude;
|
||||
|
||||
// Final color
|
||||
float3 finalColor = float3(0.0);
|
||||
|
||||
if (insideBarX && insideBarY) {
|
||||
// Inside the bar
|
||||
finalColor = barColor;
|
||||
|
||||
// Add peak cap (bright line at top)
|
||||
float capThickness = 0.01;
|
||||
if (abs(yFromBottom - barHeight) < capThickness) {
|
||||
finalColor = float3(1.0); // White cap
|
||||
}
|
||||
} else {
|
||||
// Add glow outside bars
|
||||
finalColor = barColor * glow * 0.5;
|
||||
}
|
||||
|
||||
// Add subtle background pulse with sub-bass
|
||||
float bgPulse = uniforms.subBassEnergy * 0.05;
|
||||
finalColor += deepPurple * bgPulse;
|
||||
|
||||
// Add overall glow at peaks
|
||||
if (uniforms.isPeak > 0.5) {
|
||||
finalColor += neonMagenta * uniforms.peakIntensity * 0.1;
|
||||
}
|
||||
|
||||
return float4(finalColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,142 @@
|
||||
//
|
||||
// HNRShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Harmonic-to-Noise ratio visualization with geometric shapes vs chaos
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
#include "Common.metal"
|
||||
|
||||
fragment float4 hnrFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]],
|
||||
constant float* melData [[buffer(2)]],
|
||||
constant float* historyData [[buffer(3)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float2 resolution = uniforms.resolution;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
float hnr = uniforms.hnrRatio;
|
||||
float subBass = uniforms.subBassEnergy;
|
||||
|
||||
// Center coordinates
|
||||
float2 center = float2(0.5, 0.5);
|
||||
float aspectRatio = resolution.x / resolution.y;
|
||||
|
||||
float2 p = uv - center;
|
||||
p.x *= aspectRatio;
|
||||
|
||||
float dist = length(p);
|
||||
float angle = atan2(p.y, p.x);
|
||||
|
||||
// === HARMONIC SIDE (High HNR = Clear geometric shapes) ===
|
||||
|
||||
// Rotating hexagon
|
||||
float2 rotP = rotate(p, time * 0.5);
|
||||
float hexDist = sdHexagon(rotP, 0.2 + subBass * 0.1);
|
||||
float hexEdge = 1.0 - smoothstep(0.0, 0.02, abs(hexDist));
|
||||
|
||||
// Inner rotating triangle (star)
|
||||
float2 rotP2 = rotate(p, -time * 0.3);
|
||||
float starDist = sdStar(rotP2, 0.12 + subBass * 0.05, 3, 2.5);
|
||||
float starEdge = 1.0 - smoothstep(0.0, 0.015, abs(starDist));
|
||||
|
||||
// Concentric circles
|
||||
float circles = 0.0;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
float radius = 0.1 + float(i) * 0.08 + sin(time + float(i)) * 0.02;
|
||||
float circleDist = abs(dist - radius);
|
||||
float circle = 1.0 - smoothstep(0.0, 0.008, circleDist);
|
||||
circles += circle;
|
||||
}
|
||||
|
||||
// Combine harmonic shapes
|
||||
float harmonicShapes = hexEdge + starEdge * 0.8 + circles * 0.5;
|
||||
harmonicShapes = clamp(harmonicShapes, 0.0, 1.0);
|
||||
|
||||
// Harmonic color - clean neon
|
||||
float3 harmonicColor = mix(neonCyan, neonMagenta, 0.5 + 0.5 * sin(angle * 2.0 + time));
|
||||
|
||||
// === NOISE SIDE (Low HNR = Chaotic particles) ===
|
||||
|
||||
// Noise-based particles
|
||||
float noiseField = 0.0;
|
||||
for (int i = 0; i < 5; i++) {
|
||||
float2 noiseP = p * (3.0 + float(i) * 2.0);
|
||||
noiseP += time * float(i + 1) * 0.1;
|
||||
float n = noise(noiseP);
|
||||
n = pow(n, 2.0);
|
||||
noiseField += n * (1.0 / float(i + 1));
|
||||
}
|
||||
noiseField = clamp(noiseField, 0.0, 1.0);
|
||||
|
||||
// Turbulent swirls
|
||||
float2 turbP = p * 4.0;
|
||||
float turbulence = fbm(turbP + time * 0.5, 4);
|
||||
|
||||
// Chaotic speckles
|
||||
float speckles = 0.0;
|
||||
for (int i = 0; i < 30; i++) {
|
||||
float2 specklePos = float2(
|
||||
hash(float2(float(i) * 0.1, time * 0.01)) - 0.5,
|
||||
hash(float2(float(i) * 0.2, time * 0.01 + 0.5)) - 0.5
|
||||
);
|
||||
specklePos *= 0.8;
|
||||
specklePos.x *= aspectRatio;
|
||||
|
||||
float speckleDist = length(p - specklePos);
|
||||
float speckle = exp(-speckleDist * speckleDist * 500.0);
|
||||
speckle *= hash(float2(float(i), floor(time * 2.0)));
|
||||
speckles += speckle;
|
||||
}
|
||||
|
||||
float noiseVisual = noiseField * 0.4 + turbulence * 0.3 + speckles * 0.3;
|
||||
noiseVisual = clamp(noiseVisual, 0.0, 1.0);
|
||||
|
||||
// Noise color - harsh, flickering
|
||||
float3 noiseColor = mix(hotPink, uvViolet, turbulence);
|
||||
noiseColor *= 0.8 + 0.2 * sin(time * 20.0 + noise(p * 10.0) * 10.0);
|
||||
|
||||
// === BLEND based on HNR ===
|
||||
|
||||
// HNR determines the mix: 1.0 = pure harmonic, 0.0 = pure noise
|
||||
float harmonicAmount = hnr;
|
||||
float noiseAmount = 1.0 - hnr;
|
||||
|
||||
// Apply reactivity to make transition more dramatic
|
||||
harmonicAmount = pow(harmonicAmount, 1.0 / (1.0 + reactivity));
|
||||
|
||||
float3 harmonicContrib = harmonicColor * harmonicShapes * harmonicAmount;
|
||||
float3 noiseContrib = noiseColor * noiseVisual * noiseAmount;
|
||||
|
||||
float3 finalColor = harmonicContrib + noiseContrib;
|
||||
|
||||
// Add center indicator showing current HNR
|
||||
float indicator = smoothstep(0.25, 0.24, dist) - smoothstep(0.24, 0.23, dist);
|
||||
float indicatorFill = smoothstep(0.23, 0.22, dist);
|
||||
|
||||
// Split indicator by HNR
|
||||
float harmonicSide = step(0.0, p.x);
|
||||
float noiseSide = 1.0 - harmonicSide;
|
||||
|
||||
finalColor += neonCyan * indicator * 0.3;
|
||||
finalColor += neonCyan * indicatorFill * harmonicSide * hnr * 0.2;
|
||||
finalColor += hotPink * indicatorFill * noiseSide * (1.0 - hnr) * 0.2;
|
||||
|
||||
// Background glow
|
||||
float bgGlow = exp(-dist * dist * 4.0);
|
||||
float3 bgColor = mix(deepPurple, uvViolet * 0.3, dist);
|
||||
finalColor += bgColor * (1.0 - clamp(harmonicShapes + noiseVisual, 0.0, 1.0));
|
||||
|
||||
// Peak flash
|
||||
if (uniforms.isPeak > 0.5) {
|
||||
finalColor += float3(1.0) * uniforms.peakIntensity * 0.15 * exp(-dist * 3.0);
|
||||
}
|
||||
|
||||
return float4(finalColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
//
|
||||
// MandelbrotShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Audio-reactive Mandelbrot fractal with zoom and color cycling
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
#include "Common.metal"
|
||||
|
||||
fragment float4 mandelbrotFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]],
|
||||
constant float* melData [[buffer(2)]],
|
||||
constant float* historyData [[buffer(3)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float2 resolution = uniforms.resolution;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
|
||||
float subBass = uniforms.subBassEnergy;
|
||||
float pump = uniforms.sidechainPump;
|
||||
float centroid = uniforms.spectralCentroid;
|
||||
|
||||
// Aspect ratio correction
|
||||
float aspectRatio = resolution.x / resolution.y;
|
||||
|
||||
// Map UV to complex plane
|
||||
float2 c = (uv - 0.5) * 2.0;
|
||||
c.x *= aspectRatio;
|
||||
|
||||
// Audio-reactive zoom level
|
||||
// Base zoom increases over time, modulated by sub-bass
|
||||
float baseZoom = 1.0 + time * 0.02;
|
||||
float audioZoom = subBass * 0.5 * (0.5 + reactivity * 0.5);
|
||||
float zoom = pow(2.0, baseZoom + audioZoom);
|
||||
|
||||
// Zoom center - drifts based on sidechain
|
||||
float2 zoomCenter = float2(-0.7, 0.0);
|
||||
zoomCenter.x += sin(time * 0.1) * 0.3 + pump * 0.1 * sin(time);
|
||||
zoomCenter.y += cos(time * 0.13) * 0.2 + pump * 0.1 * cos(time);
|
||||
|
||||
// Apply zoom
|
||||
c = c / zoom + zoomCenter;
|
||||
|
||||
// Mandelbrot iteration
|
||||
float2 z = float2(0.0);
|
||||
int maxIterations = int(50.0 + reactivity * 100.0);
|
||||
int iterations = 0;
|
||||
|
||||
float smoothIter = 0.0;
|
||||
|
||||
for (int i = 0; i < 150; i++) {
|
||||
if (i >= maxIterations) break;
|
||||
|
||||
// z = z^2 + c
|
||||
float2 zNew = float2(
|
||||
z.x * z.x - z.y * z.y + c.x,
|
||||
2.0 * z.x * z.y + c.y
|
||||
);
|
||||
z = zNew;
|
||||
|
||||
float mag2 = dot(z, z);
|
||||
if (mag2 > 256.0) {
|
||||
// Smooth iteration count
|
||||
smoothIter = float(i) - log2(log2(mag2)) + 4.0;
|
||||
break;
|
||||
}
|
||||
|
||||
iterations = i;
|
||||
}
|
||||
|
||||
// Normalize iteration count
|
||||
float normalizedIter = smoothIter / float(maxIterations);
|
||||
|
||||
// Color based on iterations
|
||||
float3 color;
|
||||
|
||||
if (iterations >= maxIterations - 1) {
|
||||
// Inside the set - deep color
|
||||
color = deepPurple * (0.5 + 0.5 * subBass);
|
||||
} else {
|
||||
// Outside - color cycling based on iterations and audio
|
||||
float colorPhase = normalizedIter + time * 0.1 + centroid;
|
||||
|
||||
// Use psytrance palette with color rotation
|
||||
color = psytrancePalette(colorPhase, time);
|
||||
|
||||
// Modulate brightness by iteration depth
|
||||
float brightness = 0.5 + 0.5 * sin(smoothIter * 0.3);
|
||||
color *= brightness;
|
||||
|
||||
// Add glow at boundary
|
||||
float edgeFactor = 1.0 - normalizedIter;
|
||||
edgeFactor = pow(edgeFactor, 3.0);
|
||||
color = addGlow(color, edgeFactor * 0.5, neonCyan);
|
||||
}
|
||||
|
||||
// Sub-bass pulse effect
|
||||
color *= 0.8 + 0.2 * subBass;
|
||||
|
||||
// Sidechain breathing
|
||||
float breathe = 1.0 + pump * 0.1;
|
||||
color *= breathe;
|
||||
|
||||
// Peak flash in bright areas
|
||||
if (uniforms.isPeak > 0.5 && iterations < maxIterations - 1) {
|
||||
color += neonMagenta * uniforms.peakIntensity * 0.2 * normalizedIter;
|
||||
}
|
||||
|
||||
// Subtle vignette
|
||||
float2 vignetteuv = uv - 0.5;
|
||||
float vignette = 1.0 - dot(vignetteuv, vignetteuv) * 0.5;
|
||||
color *= vignette;
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
//
|
||||
// MelSpectrogramShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Mel spectrogram with scrolling waterfall display
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
#include "Common.metal"
|
||||
|
||||
fragment float4 melSpectrogramFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]],
|
||||
constant float* melData [[buffer(2)]],
|
||||
constant float* historyData [[buffer(3)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
|
||||
// Configuration
|
||||
const int numBands = 64;
|
||||
const int historyLength = 128;
|
||||
|
||||
// Map UV to mel band and history position
|
||||
int bandIndex = int(uv.x * float(numBands));
|
||||
bandIndex = clamp(bandIndex, 0, numBands - 1);
|
||||
|
||||
// Scrolling effect - newer data at bottom
|
||||
float scrollOffset = fract(time * 0.5); // Scroll speed
|
||||
float yPos = fract(uv.y + scrollOffset);
|
||||
|
||||
// Get mel magnitude
|
||||
float magnitude = melData[bandIndex];
|
||||
magnitude = magnitude * (0.5 + reactivity * 1.5);
|
||||
magnitude = clamp(magnitude, 0.0, 1.0);
|
||||
|
||||
// Create waterfall effect using history
|
||||
int historyIndex = int(yPos * float(historyLength));
|
||||
historyIndex = clamp(historyIndex, 0, historyLength - 1);
|
||||
|
||||
// Combine current and historical data for waterfall
|
||||
float historicalValue = historyData[historyIndex];
|
||||
|
||||
// Blend between current magnitude and position-based intensity
|
||||
float intensity = magnitude;
|
||||
|
||||
// Add some variance based on band position
|
||||
float bandPhase = float(bandIndex) / float(numBands);
|
||||
intensity *= 0.8 + 0.2 * sin(bandPhase * 6.28318 + time);
|
||||
|
||||
// Apply fade for older data (top of screen)
|
||||
float ageFade = 1.0 - uv.y * 0.3;
|
||||
intensity *= ageFade;
|
||||
|
||||
// Generate color using heatmap
|
||||
float3 color = heatmap(intensity);
|
||||
|
||||
// Add frequency-dependent hue shift
|
||||
float hueShift = bandPhase * 0.3;
|
||||
color = psytrancePalette(intensity + hueShift, time);
|
||||
|
||||
// Modulate by actual intensity
|
||||
color *= 0.3 + intensity * 0.7;
|
||||
|
||||
// Add grid lines for visual reference
|
||||
float gridX = abs(fract(uv.x * float(numBands)) - 0.5) * 2.0;
|
||||
float gridY = abs(fract(uv.y * 16.0) - 0.5) * 2.0;
|
||||
|
||||
float gridLine = smoothstep(0.95, 1.0, gridX) + smoothstep(0.95, 1.0, gridY);
|
||||
gridLine *= 0.1;
|
||||
|
||||
color += float3(gridLine) * uvViolet;
|
||||
|
||||
// Add glow on high energy
|
||||
if (intensity > 0.7) {
|
||||
float glow = (intensity - 0.7) / 0.3;
|
||||
color = addGlow(color, glow * 0.5, neonCyan);
|
||||
}
|
||||
|
||||
// Peak flash
|
||||
if (uniforms.isPeak > 0.5) {
|
||||
color += neonMagenta * uniforms.peakIntensity * 0.15;
|
||||
}
|
||||
|
||||
// Sub-bass emphasis on lower bands
|
||||
if (bandIndex < 8) {
|
||||
color += uvViolet * uniforms.subBassEnergy * 0.3;
|
||||
}
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,130 @@
|
||||
//
|
||||
// SidechainPumpShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Visualizes sidechain pumping with breathing zoom effect
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
#include "Common.metal"
|
||||
|
||||
fragment float4 sidechainPumpFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]],
|
||||
constant float* melData [[buffer(2)]],
|
||||
constant float* historyData [[buffer(3)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float2 resolution = uniforms.resolution;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
|
||||
float pump = uniforms.sidechainPump;
|
||||
float envelope = uniforms.sidechainEnvelope;
|
||||
float subBass = uniforms.subBassEnergy;
|
||||
|
||||
// Center and aspect ratio correction
|
||||
float2 center = float2(0.5, 0.5);
|
||||
float aspectRatio = resolution.x / resolution.y;
|
||||
|
||||
float2 p = uv - center;
|
||||
p.x *= aspectRatio;
|
||||
|
||||
// Apply breathing zoom effect
|
||||
float zoomAmount = 1.0 + pump * 0.3 * (0.5 + reactivity * 0.5);
|
||||
p /= zoomAmount;
|
||||
|
||||
// Radial distortion synchronized with pump
|
||||
float dist = length(p);
|
||||
float angle = atan2(p.y, p.x);
|
||||
|
||||
// Pump-synced radial waves
|
||||
float radialWave = sin(dist * 15.0 - time * 3.0 + envelope * 10.0);
|
||||
radialWave *= pump * 0.3;
|
||||
|
||||
// Apply distortion
|
||||
float2 distortedP = p;
|
||||
distortedP *= 1.0 + radialWave * 0.1;
|
||||
|
||||
// Create concentric pulse rings
|
||||
float rings = 0.0;
|
||||
const int numRings = 5;
|
||||
|
||||
for (int i = 0; i < numRings; i++) {
|
||||
float ringPhase = fract(time * 0.5 + float(i) * 0.2 - envelope * 0.5);
|
||||
float ringRadius = ringPhase * 0.6;
|
||||
float ringWidth = 0.02 + pump * 0.03;
|
||||
|
||||
float ringDist = abs(dist - ringRadius);
|
||||
float ring = exp(-ringDist * ringDist / (ringWidth * ringWidth));
|
||||
ring *= 1.0 - ringPhase; // Fade out as it expands
|
||||
ring *= pump;
|
||||
|
||||
rings += ring;
|
||||
}
|
||||
|
||||
// Breathing glow in center
|
||||
float breathIntensity = 0.5 + 0.5 * sin(time * 4.0 + envelope * 6.28318);
|
||||
breathIntensity *= pump;
|
||||
|
||||
float centerGlow = exp(-dist * dist * 8.0);
|
||||
centerGlow *= breathIntensity;
|
||||
|
||||
// Color based on pump phase
|
||||
float3 pumpColor = mix(uvViolet, neonMagenta, envelope);
|
||||
float3 ringColor = mix(neonCyan, hotPink, pump);
|
||||
|
||||
// Background pattern - angular sectors that pulse
|
||||
float sectors = 8.0;
|
||||
float sectorAngle = fract(angle / (2.0 * 3.14159) * sectors);
|
||||
float sectorPulse = smoothstep(0.4, 0.5, sectorAngle) - smoothstep(0.5, 0.6, sectorAngle);
|
||||
sectorPulse *= pump * 0.3;
|
||||
sectorPulse *= exp(-dist * 3.0);
|
||||
|
||||
// Spiral pattern
|
||||
float spiral = fract(angle / (2.0 * 3.14159) * 3.0 + dist * 5.0 - time * 0.5);
|
||||
spiral = smoothstep(0.4, 0.5, spiral) - smoothstep(0.5, 0.6, spiral);
|
||||
spiral *= pump * 0.2;
|
||||
spiral *= exp(-dist * 2.0);
|
||||
|
||||
// Compose final color
|
||||
float3 finalColor = float3(0.0);
|
||||
|
||||
// Base gradient
|
||||
float3 bgGradient = mix(deepPurple, uvViolet * 0.3, dist);
|
||||
finalColor += bgGradient;
|
||||
|
||||
// Add rings
|
||||
finalColor += ringColor * rings;
|
||||
|
||||
// Add center glow
|
||||
finalColor += pumpColor * centerGlow;
|
||||
|
||||
// Add sector pulse
|
||||
finalColor += neonGreen * sectorPulse;
|
||||
|
||||
// Add spiral
|
||||
finalColor += electricBlue * spiral;
|
||||
|
||||
// Screen flash on strong pump
|
||||
if (pump > 0.7) {
|
||||
float flash = (pump - 0.7) / 0.3;
|
||||
flash *= 0.2;
|
||||
finalColor += neonMagenta * flash;
|
||||
}
|
||||
|
||||
// Peak highlight
|
||||
if (uniforms.isPeak > 0.5) {
|
||||
float peakFlash = uniforms.peakIntensity * 0.2;
|
||||
finalColor += float3(1.0) * peakFlash * exp(-dist * 5.0);
|
||||
}
|
||||
|
||||
// Vignette
|
||||
float vignette = 1.0 - smoothstep(0.4, 0.8, dist);
|
||||
finalColor *= 0.7 + vignette * 0.3;
|
||||
|
||||
return float4(finalColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,116 @@
|
||||
//
|
||||
// SubBassShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Pulsating rings visualizing sub-bass energy below 100Hz
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
#include "Common.metal"
|
||||
|
||||
fragment float4 subBassFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]],
|
||||
constant float* melData [[buffer(2)]],
|
||||
constant float* historyData [[buffer(3)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float2 resolution = uniforms.resolution;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
float subBass = uniforms.subBassEnergy;
|
||||
|
||||
// Center coordinates
|
||||
float2 center = float2(0.5, 0.5);
|
||||
float aspectRatio = resolution.x / resolution.y;
|
||||
|
||||
// Correct for aspect ratio
|
||||
float2 p = uv - center;
|
||||
p.x *= aspectRatio;
|
||||
|
||||
float dist = length(p);
|
||||
float angle = atan2(p.y, p.x);
|
||||
|
||||
// Main pulsating circle
|
||||
float baseRadius = 0.15;
|
||||
float pulseAmount = subBass * (0.5 + reactivity * 0.5);
|
||||
float mainRadius = baseRadius + pulseAmount * 0.2;
|
||||
|
||||
// Add wobble based on angle
|
||||
float wobble = sin(angle * 4.0 + time * 2.0) * 0.02 * subBass;
|
||||
mainRadius += wobble;
|
||||
|
||||
// Core circle
|
||||
float coreDist = abs(dist - mainRadius);
|
||||
float coreGlow = exp(-coreDist * coreDist * 200.0);
|
||||
|
||||
// Inner fill with gradient
|
||||
float innerFill = smoothstep(mainRadius, mainRadius * 0.3, dist);
|
||||
innerFill *= 0.5 + 0.5 * subBass;
|
||||
|
||||
// Expanding rings
|
||||
const int numRings = 6;
|
||||
float ringIntensity = 0.0;
|
||||
|
||||
for (int i = 0; i < numRings; i++) {
|
||||
// Each ring expands outward over time
|
||||
float ringPhase = fract(time * 0.3 - float(i) * 0.15);
|
||||
float ringRadius = mainRadius + ringPhase * 0.5;
|
||||
|
||||
// Get historical sub-bass value for this ring
|
||||
int histIndex = clamp(int(ringPhase * 64.0), 0, 63);
|
||||
float histValue = historyData[histIndex];
|
||||
|
||||
// Ring thickness based on historical energy
|
||||
float thickness = 0.005 + histValue * 0.01;
|
||||
float ringDist = abs(dist - ringRadius);
|
||||
|
||||
// Ring visibility
|
||||
float ring = exp(-ringDist * ringDist / (thickness * thickness));
|
||||
ring *= (1.0 - ringPhase); // Fade as it expands
|
||||
ring *= histValue; // Intensity based on history
|
||||
|
||||
ringIntensity += ring;
|
||||
}
|
||||
|
||||
// Color composition
|
||||
float3 coreColor = mix(uvViolet, neonMagenta, subBass);
|
||||
float3 ringColor = mix(neonMagenta, hotPink, 0.5 + 0.5 * sin(time));
|
||||
|
||||
float3 finalColor = float3(0.0);
|
||||
|
||||
// Add core
|
||||
finalColor += coreColor * (innerFill + coreGlow * 2.0);
|
||||
|
||||
// Add rings
|
||||
finalColor += ringColor * ringIntensity * 0.8;
|
||||
|
||||
// Add central glow
|
||||
float centerGlow = exp(-dist * dist * 10.0) * subBass;
|
||||
finalColor += uvViolet * centerGlow * 0.5;
|
||||
|
||||
// Add angular rays on peaks
|
||||
if (uniforms.isPeak > 0.5) {
|
||||
float rays = abs(sin(angle * 8.0 + time * 5.0));
|
||||
rays = pow(rays, 4.0) * exp(-dist * 2.0);
|
||||
rays *= uniforms.peakIntensity;
|
||||
finalColor += neonCyan * rays * 0.5;
|
||||
}
|
||||
|
||||
// Outer vignette
|
||||
float vignette = 1.0 - smoothstep(0.3, 0.8, dist);
|
||||
finalColor *= vignette;
|
||||
|
||||
// Background pulse
|
||||
float bgPulse = subBass * 0.1;
|
||||
finalColor += deepPurple * bgPulse;
|
||||
|
||||
// Add noise texture for organic feel
|
||||
float noiseVal = noise(p * 20.0 + time);
|
||||
finalColor += uvViolet * noiseVal * 0.02 * subBass;
|
||||
|
||||
return float4(finalColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,136 @@
|
||||
//
|
||||
// TunnelWarpShader.metal
|
||||
// PsytranceVisualizer
|
||||
//
|
||||
// Infinite tunnel effect with warp distortion
|
||||
//
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
#include "Common.metal"
|
||||
|
||||
fragment float4 tunnelWarpFragment(
|
||||
VertexOut in [[stage_in]],
|
||||
constant ShaderUniforms& uniforms [[buffer(0)]],
|
||||
constant float* fftData [[buffer(1)]],
|
||||
constant float* melData [[buffer(2)]],
|
||||
constant float* historyData [[buffer(3)]]
|
||||
) {
|
||||
float2 uv = in.uv;
|
||||
float2 resolution = uniforms.resolution;
|
||||
float time = uniforms.time;
|
||||
float reactivity = uniforms.reactivity;
|
||||
|
||||
float subBass = uniforms.subBassEnergy;
|
||||
float pump = uniforms.sidechainPump;
|
||||
float hnr = uniforms.hnrRatio;
|
||||
|
||||
// Center and aspect correction
|
||||
float aspectRatio = resolution.x / resolution.y;
|
||||
float2 p = (uv - 0.5) * 2.0;
|
||||
p.x *= aspectRatio;
|
||||
|
||||
// Convert to polar coordinates for tunnel
|
||||
float dist = length(p);
|
||||
float angle = atan2(p.y, p.x);
|
||||
|
||||
// Avoid division by zero at center
|
||||
dist = max(dist, 0.001);
|
||||
|
||||
// Tunnel depth (inverse of distance)
|
||||
float depth = 1.0 / dist;
|
||||
|
||||
// Speed controlled by sub-bass
|
||||
float baseSpeed = 2.0;
|
||||
float audioSpeed = subBass * 3.0 * (0.5 + reactivity * 0.5);
|
||||
float speed = baseSpeed + audioSpeed;
|
||||
|
||||
// Warp distortion from sidechain pump
|
||||
float warpAmount = pump * 0.5;
|
||||
depth += sin(angle * 4.0 + time * 2.0) * warpAmount * 0.5;
|
||||
angle += sin(depth * 2.0 + time) * warpAmount * 0.3;
|
||||
|
||||
// Create tunnel coordinates
|
||||
float2 tunnelUV = float2(
|
||||
angle / (2.0 * 3.14159) + 0.5, // Angular coordinate [0, 1]
|
||||
depth + time * speed // Depth with movement
|
||||
);
|
||||
|
||||
// === TUNNEL WALL PATTERNS ===
|
||||
|
||||
// Hexagonal grid pattern
|
||||
float2 hexUV = tunnelUV * float2(8.0, 2.0);
|
||||
float2 hexCell = floor(hexUV);
|
||||
float2 hexFrac = fract(hexUV);
|
||||
|
||||
// Offset every other row
|
||||
if (fmod(hexCell.y, 2.0) > 0.5) {
|
||||
hexFrac.x = fract(hexFrac.x + 0.5);
|
||||
}
|
||||
|
||||
float hexDist = length(hexFrac - 0.5);
|
||||
float hexPattern = smoothstep(0.4, 0.35, hexDist);
|
||||
|
||||
// Add concentric rings
|
||||
float rings = sin(tunnelUV.y * 20.0) * 0.5 + 0.5;
|
||||
rings = smoothstep(0.3, 0.7, rings);
|
||||
|
||||
// Angular segments
|
||||
float segments = 8.0;
|
||||
float angularLines = abs(sin(angle * segments));
|
||||
angularLines = smoothstep(0.95, 1.0, angularLines);
|
||||
|
||||
// Combine patterns
|
||||
float pattern = hexPattern * 0.5 + rings * 0.3 + angularLines * 0.2;
|
||||
|
||||
// === COLORING ===
|
||||
|
||||
// Base color cycles with depth and time
|
||||
float colorPhase = tunnelUV.y * 0.1 + time * 0.2;
|
||||
float3 tunnelColor = psytrancePalette(colorPhase, time);
|
||||
|
||||
// Depth fog (darker towards center/infinity)
|
||||
float fog = exp(-dist * 2.0);
|
||||
tunnelColor *= fog;
|
||||
|
||||
// Pattern overlay
|
||||
float3 patternColor = mix(uvViolet, neonCyan, rings);
|
||||
tunnelColor = mix(tunnelColor, patternColor, pattern * 0.5);
|
||||
|
||||
// Edge glow (bright at tunnel edges)
|
||||
float edgeGlow = exp(-dist * 5.0);
|
||||
tunnelColor = addGlow(tunnelColor, (1.0 - edgeGlow) * 0.3, neonMagenta);
|
||||
|
||||
// Center light (looking into the tunnel)
|
||||
float centerLight = exp(-dist * dist * 50.0);
|
||||
tunnelColor += float3(1.0) * centerLight * 0.5;
|
||||
|
||||
// HNR affects pattern complexity
|
||||
float patternIntensity = hnr;
|
||||
tunnelColor *= 0.7 + patternIntensity * 0.3;
|
||||
|
||||
// Add noise for texture
|
||||
float noiseVal = noise(tunnelUV * 10.0 + time);
|
||||
tunnelColor += uvViolet * noiseVal * 0.1;
|
||||
|
||||
// Pump flash
|
||||
if (pump > 0.5) {
|
||||
float pumpFlash = (pump - 0.5) * 2.0;
|
||||
tunnelColor += neonMagenta * pumpFlash * 0.2;
|
||||
}
|
||||
|
||||
// Peak flash
|
||||
if (uniforms.isPeak > 0.5) {
|
||||
float peakFlash = uniforms.peakIntensity;
|
||||
tunnelColor += float3(1.0) * peakFlash * 0.15 * (1.0 - edgeGlow);
|
||||
}
|
||||
|
||||
// Speed lines effect
|
||||
float speedLines = fract(tunnelUV.y * 50.0 - time * speed * 2.0);
|
||||
speedLines = smoothstep(0.95, 1.0, speedLines);
|
||||
speedLines *= subBass * 0.5;
|
||||
tunnelColor += neonCyan * speedLines;
|
||||
|
||||
return float4(tunnelColor, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user