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
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//
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// SubBassShader.metal
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// PsytranceVisualizer
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//
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// Pulsating rings visualizing sub-bass energy below 100Hz
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//
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#include <metal_stdlib>
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using namespace metal;
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#include "Common.metal"
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fragment float4 subBassFragment(
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VertexOut in [[stage_in]],
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constant ShaderUniforms& uniforms [[buffer(0)]],
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constant float* fftData [[buffer(1)]],
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constant float* melData [[buffer(2)]],
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constant float* historyData [[buffer(3)]]
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) {
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float2 uv = in.uv;
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float2 resolution = uniforms.resolution;
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float time = uniforms.time;
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float reactivity = uniforms.reactivity;
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float subBass = uniforms.subBassEnergy;
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// Center coordinates
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float2 center = float2(0.5, 0.5);
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float aspectRatio = resolution.x / resolution.y;
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// Correct for aspect ratio
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float2 p = uv - center;
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p.x *= aspectRatio;
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float dist = length(p);
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float angle = atan2(p.y, p.x);
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// Main pulsating circle
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float baseRadius = 0.15;
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float pulseAmount = subBass * (0.5 + reactivity * 0.5);
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float mainRadius = baseRadius + pulseAmount * 0.2;
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// Add wobble based on angle
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float wobble = sin(angle * 4.0 + time * 2.0) * 0.02 * subBass;
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mainRadius += wobble;
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// Core circle
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float coreDist = abs(dist - mainRadius);
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float coreGlow = exp(-coreDist * coreDist * 200.0);
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// Inner fill with gradient
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float innerFill = smoothstep(mainRadius, mainRadius * 0.3, dist);
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innerFill *= 0.5 + 0.5 * subBass;
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// Expanding rings
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const int numRings = 6;
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float ringIntensity = 0.0;
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for (int i = 0; i < numRings; i++) {
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// Each ring expands outward over time
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float ringPhase = fract(time * 0.3 - float(i) * 0.15);
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float ringRadius = mainRadius + ringPhase * 0.5;
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// Get historical sub-bass value for this ring
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int histIndex = clamp(int(ringPhase * 64.0), 0, 63);
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float histValue = historyData[histIndex];
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// Ring thickness based on historical energy
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float thickness = 0.005 + histValue * 0.01;
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float ringDist = abs(dist - ringRadius);
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// Ring visibility
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float ring = exp(-ringDist * ringDist / (thickness * thickness));
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ring *= (1.0 - ringPhase); // Fade as it expands
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ring *= histValue; // Intensity based on history
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ringIntensity += ring;
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}
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// Color composition
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float3 coreColor = mix(uvViolet, neonMagenta, subBass);
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float3 ringColor = mix(neonMagenta, hotPink, 0.5 + 0.5 * sin(time));
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float3 finalColor = float3(0.0);
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// Add core
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finalColor += coreColor * (innerFill + coreGlow * 2.0);
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// Add rings
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finalColor += ringColor * ringIntensity * 0.8;
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// Add central glow
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float centerGlow = exp(-dist * dist * 10.0) * subBass;
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finalColor += uvViolet * centerGlow * 0.5;
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// Add angular rays on peaks
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if (uniforms.isPeak > 0.5) {
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float rays = abs(sin(angle * 8.0 + time * 5.0));
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rays = pow(rays, 4.0) * exp(-dist * 2.0);
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rays *= uniforms.peakIntensity;
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finalColor += neonCyan * rays * 0.5;
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}
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// Outer vignette
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float vignette = 1.0 - smoothstep(0.3, 0.8, dist);
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finalColor *= vignette;
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// Background pulse
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float bgPulse = subBass * 0.1;
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finalColor += deepPurple * bgPulse;
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// Add noise texture for organic feel
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float noiseVal = noise(p * 20.0 + time);
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finalColor += uvViolet * noiseVal * 0.02 * subBass;
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return float4(finalColor, 1.0);
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}
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