mirror of
https://github.com/koel/koel
synced 2024-12-20 09:33:23 +00:00
110 lines
2.9 KiB
TypeScript
110 lines
2.9 KiB
TypeScript
export default {
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vertex: (cubeSize: number) => `
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attribute vec3 a_pos;
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uniform vec2 u_res;
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uniform float u_frame;
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uniform int u_spectrumValue[128];
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varying float v_frame;
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varying vec3 vv_pos;
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void main () {
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v_frame = u_frame;
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float pi = 3.141592653589793;
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float rad = u_frame / 2.0 / 180.0 * pi;
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int spectrumIndex = 12 + int(mod(a_pos.x + ${Math.floor(cubeSize / 2)}.0, ${cubeSize}.0) + mod(a_pos.y + ${Math.floor(cubeSize / 2)}.0, ${cubeSize ** 2}.0) + (a_pos.z + ${Math.floor(cubeSize / 2)}.0) / ${cubeSize ** 2}.0);
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float value = float(u_spectrumValue[spectrumIndex]) / 100.0;
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vec3 v_pos = a_pos;
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vec3 t = vec3(1, 1, 1);
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vv_pos = v_pos;
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float dist = abs(${Math.floor(cubeSize / 2)}.0 - sqrt(vv_pos.x * vv_pos.x + vv_pos.y * vv_pos.y + vv_pos.z * vv_pos.z));
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t.x = v_pos.x * cos(rad) + v_pos.z * sin(rad);
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t.y = v_pos.y;
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t.z = - v_pos.x * sin(rad) + v_pos.z * cos(rad);
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v_pos = t;
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t.x = v_pos.x * cos(rad) - v_pos.y * sin(rad);
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t.y = v_pos.x * sin(rad) + v_pos.y * cos(rad);
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t.z = v_pos.z;
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v_pos = t;
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t.x = v_pos.x;
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t.y = v_pos.y * cos(rad) - v_pos.z * sin(rad);
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t.z = v_pos.y * sin(rad) + v_pos.z * cos(rad);
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v_pos = t;
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v_pos.z -= 20.0;
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// Make reaction on spectrum
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v_pos.z += value * dist;
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v_pos.y += value / 100.0;
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v_pos.x += sin(u_frame / 30.0 + v_pos.y / 4.0) * 1.2;
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v_pos.y += cos(u_frame / 20.0 + v_pos.z / 5.0) * 1.0;
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v_pos.x /= v_pos.z;
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v_pos.y /= v_pos.z;
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v_pos.x /= u_res.x / u_res.y;
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gl_Position = vec4(v_pos.xy, 0.0, 1.0);
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gl_PointSize = dist;
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}`,
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fragment: () => `
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precision mediump float;
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uniform vec4 u_color;
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varying float v_frame;
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varying vec3 vv_pos;
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float hue2rgb(float f1, float f2, float hue) {
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if (hue < 0.0)
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hue += 1.0;
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else if (hue > 1.0)
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hue -= 1.0;
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float res;
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if ((6.0 * hue) < 1.0)
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res = f1 + (f2 - f1) * 6.0 * hue;
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else if ((2.0 * hue) < 1.0)
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res = f2;
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else if ((3.0 * hue) < 2.0)
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res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
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else
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res = f1;
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return res;
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}
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vec3 hsl2rgb(vec3 hsl) {
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vec3 rgb;
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if (hsl.y == 0.0) {
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rgb = vec3(hsl.z); // Luminance
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} else {
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float f2;
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if (hsl.z < 0.5)
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f2 = hsl.z * (1.0 + hsl.y);
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else
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f2 = hsl.z + hsl.y - hsl.y * hsl.z;
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float f1 = 2.0 * hsl.z - f2;
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rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
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rgb.g = hue2rgb(f1, f2, hsl.x);
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rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
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}
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return rgb;
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}
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vec3 hsl2rgb(float h, float s, float l) {
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return hsl2rgb(vec3(h, s, l));
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}
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void main () {
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float dist = sqrt(vv_pos.x * vv_pos.x + vv_pos.y * vv_pos.y + vv_pos.z * vv_pos.z);
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float i_frame = mod(v_frame + dist * 20.0, 360.0);
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gl_FragColor = vec4(hsl2rgb((i_frame) / 360.0, 1.0, .5), 1.0);
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}`
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}
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