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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform float u_vol; | |
void main() { |
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// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// to see this function graphed out go to: https://www.desmos.com/calculator/18rq4ybrru | |
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase) | |
{ | |
return brightness + contrast*cos( 6.28318*(osc*t+phase) ); | |
} | |
// Repeat around the origin by a fixed angle. | |
// For easier use, num of repetitions is use to specify the angle. |
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// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// to see this function graphed out go to: https://www.desmos.com/calculator/rz7abjujdj | |
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase) | |
{ | |
return brightness + contrast*cos( 6.28318*(osc*t+phase) ); | |
} | |
void main() { | |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform float u_vol; | |
#define PI 3.14 |
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uniform sampler2D midi; | |
vec2 midiCoord(float offset) | |
{ | |
float x = mod(offset,32.); | |
float y = offset / 32.; | |
return vec2(x,y)/32.; | |
} | |
float getMidi(float number){ |
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// Tips for converting GLSL functions to Unity functions | |
// vec turn into float (usually massive comand all replace works) | |
// fract -> frac | |
// mod -> modf | |
// time, iTime, u_Time -> _Time.y | |
float3 hsv2rgb(float3 c) { | |
c = float3(c.x, clamp(c.yz, 0.0, 1.0)); | |
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
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Shader "Custom/swirl" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader |
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Shader "Custom/swirl" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader |
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Shader "Custom/swirl" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader |
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// i copied and pasted these functions from the sticker sheet | |
// As t runs from 0 to 1 (our normalized palette index or domain), | |
//the cosine oscilates c times with a phase of d. | |
//The result is scaled and biased by a and b to meet the desired constrast and brightness. | |
// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// to see this function graphed out go to: https://www.desmos.com/calculator/rz7abjujdj | |
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase) | |
{ |