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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// TunnelWarpShader.metal
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// PsytranceVisualizer
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//
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// Infinite tunnel effect with warp distortion
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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 tunnelWarpFragment(
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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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float pump = uniforms.sidechainPump;
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float hnr = uniforms.hnrRatio;
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// Center and aspect correction
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float aspectRatio = resolution.x / resolution.y;
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float2 p = (uv - 0.5) * 2.0;
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p.x *= aspectRatio;
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// Convert to polar coordinates for tunnel
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float dist = length(p);
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float angle = atan2(p.y, p.x);
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// Avoid division by zero at center
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dist = max(dist, 0.001);
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// Tunnel depth (inverse of distance)
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float depth = 1.0 / dist;
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// Speed controlled by sub-bass
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float baseSpeed = 2.0;
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float audioSpeed = subBass * 3.0 * (0.5 + reactivity * 0.5);
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float speed = baseSpeed + audioSpeed;
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// Warp distortion from sidechain pump
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float warpAmount = pump * 0.5;
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depth += sin(angle * 4.0 + time * 2.0) * warpAmount * 0.5;
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angle += sin(depth * 2.0 + time) * warpAmount * 0.3;
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// Create tunnel coordinates
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float2 tunnelUV = float2(
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angle / (2.0 * 3.14159) + 0.5, // Angular coordinate [0, 1]
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depth + time * speed // Depth with movement
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);
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// === TUNNEL WALL PATTERNS ===
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// Hexagonal grid pattern
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float2 hexUV = tunnelUV * float2(8.0, 2.0);
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float2 hexCell = floor(hexUV);
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float2 hexFrac = fract(hexUV);
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// Offset every other row
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if (fmod(hexCell.y, 2.0) > 0.5) {
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hexFrac.x = fract(hexFrac.x + 0.5);
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}
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float hexDist = length(hexFrac - 0.5);
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float hexPattern = smoothstep(0.4, 0.35, hexDist);
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// Add concentric rings
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float rings = sin(tunnelUV.y * 20.0) * 0.5 + 0.5;
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rings = smoothstep(0.3, 0.7, rings);
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// Angular segments
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float segments = 8.0;
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float angularLines = abs(sin(angle * segments));
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angularLines = smoothstep(0.95, 1.0, angularLines);
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// Combine patterns
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float pattern = hexPattern * 0.5 + rings * 0.3 + angularLines * 0.2;
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// === COLORING ===
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// Base color cycles with depth and time
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float colorPhase = tunnelUV.y * 0.1 + time * 0.2;
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float3 tunnelColor = psytrancePalette(colorPhase, time);
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// Depth fog (darker towards center/infinity)
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float fog = exp(-dist * 2.0);
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tunnelColor *= fog;
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// Pattern overlay
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float3 patternColor = mix(uvViolet, neonCyan, rings);
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tunnelColor = mix(tunnelColor, patternColor, pattern * 0.5);
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// Edge glow (bright at tunnel edges)
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float edgeGlow = exp(-dist * 5.0);
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tunnelColor = addGlow(tunnelColor, (1.0 - edgeGlow) * 0.3, neonMagenta);
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// Center light (looking into the tunnel)
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float centerLight = exp(-dist * dist * 50.0);
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tunnelColor += float3(1.0) * centerLight * 0.5;
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// HNR affects pattern complexity
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float patternIntensity = hnr;
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tunnelColor *= 0.7 + patternIntensity * 0.3;
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// Add noise for texture
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float noiseVal = noise(tunnelUV * 10.0 + time);
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tunnelColor += uvViolet * noiseVal * 0.1;
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// Pump flash
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if (pump > 0.5) {
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float pumpFlash = (pump - 0.5) * 2.0;
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tunnelColor += neonMagenta * pumpFlash * 0.2;
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}
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// Peak flash
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if (uniforms.isPeak > 0.5) {
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float peakFlash = uniforms.peakIntensity;
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tunnelColor += float3(1.0) * peakFlash * 0.15 * (1.0 - edgeGlow);
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}
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// Speed lines effect
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float speedLines = fract(tunnelUV.y * 50.0 - time * speed * 2.0);
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speedLines = smoothstep(0.95, 1.0, speedLines);
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speedLines *= subBass * 0.5;
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tunnelColor += neonCyan * speedLines;
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return float4(tunnelColor, 1.0);
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}
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