Files
Ai/PsytranceVisualizer/Rendering/Shaders/HNRShader.metal
Claude a22c238dc4 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
2025-12-22 21:36:45 +00:00

143 lines
4.6 KiB
Metal

//
// 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);
}