I hereby claim:
- I am nwoeanhinnogaehr on github.
- I am byteobserver (https://keybase.io/byteobserver) on keybase.
- I have a public key ASAOpSU7-_MH8V0cCYM0Fc4tXfqr2DnW_JYFg6An4BWTSQo
To claim this, I am signing this object:
// Hi! thanks for tuning in. | |
// | |
// this is some experimental new software for live coding additive synthesis in C++ | |
// it's not released yet, because it was hacked together in the last 3 days | |
// check out the #cling channel on lurk for further information | |
vector<int> feed[2]; | |
vector<cplx> cfeed[2]; |
I hereby claim:
To claim this, I am signing this object:
( | |
s.boot; | |
~snd = Buffer.read(s, "/home/me/final.flac"); | |
) | |
( | |
var b = { Buffer.alloc(s,2048,1) }.dup; | |
var hop = 1/4; | |
PyOnce(" |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
uniform float speed; | |
uniform float angle; | |
uniform float power; |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
void main() { | |
vec2 p = gl_FragCoord.xy / resolution.xy; | |
vec2 q = p; |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
uniform float blocksize; | |
// A simple PRNG |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
// HSV functions are from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl | |
vec3 hsv2rgb(vec3 c) { |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
void main() { | |
vec2 p = gl_FragCoord.xy / resolution.xy; | |
vec4 a = texture2D(from, (p - vec2(progress, 0.0)) / vec2(1.0-progress, 1.0)); |