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#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texChecker;
uniform sampler2D texNoise;
@0b5vr
0b5vr / genbun.glsl
Last active August 7, 2021 14:55
prod05 sierpinski chord by 0x4015完全理解した
// https://www.youtube.com/watch?v=H8UqnTE3mUY より引用
#define A for(int i=0;i<9;++i){int y=p>>((p>>19)+i&3),z=p*((878086607>>(i&7)*4)&15)*(510+1%5)>>14;if((p>>15&1<<(i&15))>0)s.y+=float(((y>>7&z*3|y>>11&z*6)&1023)-512)/3e4;}
vec2 mainSound(float t){int p=int(t*144e3);vec2 s;A;s.yx=s;p-=65536;A;return s*mat2(7,1,5,-3);}
// Commented version of https://twitter.com/zozuar/status/1441384708441456651
// Google-translated (with some editing) from @gam0022's version
float i, // Ray marching loop counter
e, // Volume density (the smaller the value, the higher the density)
s, // FBM scale (and loop counter)
g, // Ray's distance (also used for tunnel twirl and camera prespective)
k = .01; // Handy constant
// Ray marching loop
@wotakuro
wotakuro / RenderingGpuWatcher.cs
Last active October 3, 2024 05:19
Unity 2021.2+URPで画面にGPU処理時間を出します
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.UI;
#if DEBUG
#version 420 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform float fFrameTime; // duration of the last frame, in seconds
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texPreviousFrame; // screenshot of the previous frame