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GPU Sound Demo (WGL2)
A demo showcasing the usage of the fftTexture sampler2D uniform, this time using PRGM8 (dedicated exclusively to WebGL2 GPU-generated sound).
Created by marcogomez on Mon, 11 Oct 2021 09:48:08 GMT.
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform vec2 resolution; uniform float time; out vec4 fragColor; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm3 = texture(prgm3Texture, uv); fragColor = prgm3; }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D fftTexture; uniform vec2 resolution; uniform float time; uniform int frame; out vec4 fragColor; vec3 hash33(vec3 p3) { p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yxz + 19.19); return fract((p3.xxy + p3.yxx) * p3.zyx); } vec3 mixColor(vec3 col1, vec3 col2, float v) { v = clamp(v, 0.0, 1.0); return clamp(col1 + v * (col2 - col1 * 1.5), 0.0, 1.0); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; uv.x = (uv.x - 0.5 > 0.0) ? uv.x - 0.521 : 0.479 - uv.x; vec2 p = uv * 2.0 - 1.0; p *= vec2(resolution.x / resolution.y, 1.0); p.y += 0.3; vec3 col = vec3(0.0); vec3 ref = vec3(0.0); float nBands = 64.0; float i = floor((uv.x * 1.3 + 0.3) * nBands); float f = fract((uv.x * 1.3 + 0.3) * nBands); float band = i/nBands; band *= band * band; band = band * 0.995; band += 0.005; float s = texture(fftTexture, vec2(band, 0.25)).x; const int nColors = 4; vec3 colors[nColors]; colors[0] = vec3(0.0, 0.0, 1.0); colors[1] = vec3(0.0, 1.0, 1.0); colors[2] = vec3(1.0, 1.0, 0.0); colors[3] = vec3(1.0, 0.0, 0.0); vec3 gradCol = colors[0]; float n = float(nColors) - 1.0; for(int i = 1; i < nColors; i++) { gradCol = mixColor(gradCol, colors[i], (s - float(i - 1) / n) * n); } col += vec3(1.0 - smoothstep(0.0, 0.001, p.y - s * 1.25)); col *= gradCol; ref += vec3(1.0 - smoothstep(0.0, -0.001, p.y + s * 1.25)); ref *= gradCol * smoothstep(-0.5, 0.5, p.y); col = mix(ref, col, smoothstep(-0.005, 0.005, p.y)); col *= smoothstep(0.125, 0.375, f); col *= smoothstep(0.875, 0.625, f); col = clamp(col, 0.0, 1.0); vec3 h = hash33(vec3(gl_FragCoord.xy, float(frame))); float dither = h.x * h.y; col += dither * 0.04; fragColor = vec4(col,1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; uniform int frame; out vec4 fragColor; vec3 hash33(vec3 p3) { p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yxz + 19.19); return fract((p3.xxy + p3.yxx) * p3.zyx); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 texCol = texture(prgm1Texture, uv); vec4 col = texCol; float w = 0.1; vec2 a = vec2(uv.x - 0.5, uv.y - 0.66); vec2 b = a * 0.15 / float(10.0); vec3 h = hash33(vec3(gl_FragCoord.xy, frame)); uv += b * h.x; for (float i = 1.0; i > 0.9; i-= 0.000625) { uv -= 0.5; uv *= i; uv += 0.5; col += texture(prgm1Texture, uv) * w * 1.5; w *= 0.95; } col *= 0.9; fragColor = mix(texCol, col, 0.5); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform float time; uniform float fft; out vec4 fragColor; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float hardscan = -16.0; // -8.0 = soft | -16.0 = medium const float hardPix = -4.0; // -2.0 = soft | -4.0 = hard const float maskDark = 0.5; const float maskLight = 2.5; const float hk = 1.0 / sqrt(3.0); vec3 hueShift(vec3 col, float a) { const vec3 k = vec3(hk); float ca = cos(a); return vec3(col * ca + cross(k, col) * sin(a) + k * dot(k, col) * (1.0 - ca)); } float toLinear(float c) { return (c <= 0.04045) ? c / 12.92 : pow(abs((c + 0.055) / 1.055), 2.4); } vec3 toLinear(vec3 c) { return vec3(toLinear(c.r), toLinear(c.g), toLinear(c.b)); } float toSRGB(float c) { return(c < 0.0031308 ? c * 12.92 : 1.055 * pow(abs(c), 0.41666) - 0.055); } vec3 toSRGB(vec3 c) { return vec3(toSRGB(c.r), toSRGB(c.g), toSRGB(c.b)); } vec3 fetch(vec2 pos, vec2 off, vec2 res) { pos = floor(pos * res + off) / res; if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return vec3(0.0); } vec3 fetch = texture(prgm2Texture, pos.xy, -16.0).xyz; fetch = hueShift(fetch, 2.0 * fft + time); return toLinear(mix(fetch, fetch * fetch, 0.5)); } vec2 dist(vec2 pos, vec2 res) { pos = pos * res; return -((pos - floor(pos)) - vec2(0.5)); } float gauss(float pos, float scale) { return exp2(scale * pos * pos); } vec3 horz3(vec2 pos, float off, vec2 res) { vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); return (b * wb + c * wc + d * wd) / (wb + wc + wd); } vec3 horz5(vec2 pos, float off, vec2 res) { vec3 a = fetch(pos, vec2(-2.0, off), res); vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); vec3 e = fetch(pos, vec2(+2.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wa = gauss(dst - 2.0, scale); float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); float we = gauss(dst + 2.0, scale); return (a * wa + b * wb + c * wc + d * wd + e * we) / (wa + wb + wc + wd + we); } float scan(vec2 pos, float off, vec2 res) { float dst = dist(pos, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 pos, vec2 res) { vec3 a = horz3(pos, -1.0, res); vec3 b = horz5(pos, +0.0, res); vec3 c = horz3(pos, +1.0, res); float wa = scan(pos, -1.0, res); float wb = scan(pos, +0.0, res); float wc = scan(pos, +1.0, res); return a * wa + b * wb + c * wc; } vec3 mask(vec2 pos) { pos.x += pos.y * 3.0; vec3 m = vec3(maskDark, maskDark, maskDark); pos.x = fract(pos.x / 6.0); if (pos.x < 0.333) { m.r = maskLight; } else if (pos.x < 0.666) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float pos, float bar) { pos -= bar; return pos * pos < 4.0 ? 0.0 : 1.0; } vec2 warp(vec2 uv, vec2 warpAmount) { uv = uv * 2.0 - 1.0; vec2 offset = abs(uv.yx) / vec2(warpAmount.x, warpAmount.y); uv = uv + uv * offset * offset; uv = uv * 0.5 + 0.5; return uv; } void drawVig(inout vec3 color, vec2 uv) { float vignette = uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y); vignette = clamp(pow(abs(16.0 * vignette), 0.1), 0.0, 1.0); color *= vignette; } void main(void) { vec2 warpAmount = vec2(7.0, 5.0); vec2 res = vec2(resolution.x / 4.0, resolution.y / 3.0); vec2 uv = gl_FragCoord.xy / resolution.xy; float vig = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y)); float v = exp(-0.01 * length(uv)) * vig; vec2 pos = mix(uv, warp(uv, warpAmount), 0.75); vec4 color = vec4(tri(pos, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz * 2.0); color = mix(color, color * v, 0.7); fragColor = vec4(color.xyz, 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; #define duration 128.0 uniform vec2 resolution; uniform float sampleRate; uniform float blockOffset; out vec2 fragColor; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float rootC2 = 65.417; float notes[85]; void precomputeNotes(float rootNote) { for (int i = 0; i <= (12 * 7); i++) { notes[i] = rootNote * pow(abs(2.0), (float(i) / 12.0)); } } float getNote(int noteIdx, int octave) { return notes[(noteIdx - 1) + ((octave - 1) * 12)]; } float aLerp(float start, float end, float t, float A, float B) { return ( (A * (end - t)) / (end - start) + (B * (t - start) / (end - start))); } float naiveADSR(float t, vec2 A, vec2 D, vec2 S, vec2 R) { vec2 start = vec2(0.0); float adsr = 0.0; if (t < A.x) { adsr = aLerp(start.x, A.x, t, start.y, A.y); } else if (t < D.x) { adsr = aLerp(A.x, D.x, t, A.y, D.y); } else if (t < S.x) { adsr = aLerp(D.x, S.x, t, D.y, S.y); } else if(t < R.x) { adsr = aLerp(S.x, R.x, t, S.y, R.y); } else { adsr = 0.0; } return adsr; } #define leftRight vec2(1.0, 1.0) #define kickMaxFreq 130.81 #define scaleX 0.005 #define squareNum 10.0 #define L 0.5 #define basicA vec2(0.001, 1.0) #define basicD vec2(0.4, 0.3) #define basicS vec2(0.8, 0.3) #define basicR vec2(1.5, 0.0) #define snareA vec2(0.0002, 1.0) #define snareD vec2(0.12, 0.09) #define snareS vec2(0.3, 0.09) #define snareR vec2(0.7, 0.0) #define brushA vec2(0.01, 0.6) #define brushD vec2(0.2, 0.1) #define brushS vec2(0.22, 0.05) #define brushR vec2(0.5, 0.0) #define hatA vec2(0.001, 1.0) #define hatD vec2(0.02, 0.5) #define hatS vec2(0.02, 0.4) #define hatR vec2(0.1, 0.0) #define kNoiseA vec2(0.0002, 1.0) #define kNoiseD vec2(0.03, 0.1) #define kNoiseS vec2(0.05, 0.1) #define kNoiseR vec2(0.06, 0.0) #define kickA vec2(0.0002, 1.0) #define kickD vec2(0.2, 0.0) #define kickS vec2(0.22, 0.0) #define kickR vec2(0.22, 0.0) #define kickFA vec2(0.001, 1.0) #define kickFD vec2(0.2, 0.0) #define kickFS vec2(0.22, 0.0) #define kickFR vec2(0.22, 0.0) #define stabA vec2(0.0002, 1.0) #define stabD vec2(0.2, 0.1) #define stabS vec2(0.22, 0.1) #define stabR vec2(0.92, 0.0) vec2 stereoNoise(float t, float freq, vec2 lr) { float f = fract(sin(freq * t * 234.0) * 43153.0); float adsr = naiveADSR(t, kNoiseA, kNoiseD, kNoiseS, kNoiseR); return vec2(f * lr) * adsr; } vec2 stereoSin(float t, float freq, vec2 lr) { float adsr = naiveADSR(t, basicA, basicD, basicS, basicR); return vec2(sin(freq * t * TAU)) * lr * adsr; } vec2 stereoStab(float t, float freq, vec2 lr) { float adsr = naiveADSR(t, stabA, stabD, stabS, stabR); return vec2(sin(freq * t * TAU * 0.5)) * lr * adsr; } vec2 stereoKick(float t, float freq, vec2 lr) { float adsr = naiveADSR(t, kickA, kickD, kickS, kickR); float freq_adsr = naiveADSR(t, kickFA, kickFD, kickFS, kickFR); freq = (freq + freq_adsr * kickMaxFreq) * 0.6; return vec2(sin(freq * t * TAU)) * lr * adsr * 2.0; } vec2 stereoSnare(float t, float freq, vec2 lr) { float f = fract(sin(freq * t * 234.0) * 43153.0); float adsr = naiveADSR(t, snareA, snareD, snareS, snareR); return vec2(f * lr) * adsr * 2.0; } vec2 stereoBrush(float t, float freq, vec2 lr) { float f = fract(sin(freq * t * 234.0) * 43153.0); float adsr = naiveADSR(t, brushA, brushD, brushS, brushR); return vec2(f * lr) * adsr; } vec2 stereoHat(float t, float freq, vec2 lr) { float f = fract(sin(freq * t * 234.0) * 43153.0); float adsr = naiveADSR(t, hatA, hatD, hatS, hatR); return vec2(f * lr) * adsr; } vec2 stereoSaw(float t, float freq, vec2 lr) { return vec2(fract(freq * t / 2.0)) * lr; } vec2 stereoTri(float t, float freq, vec2 lr) { return vec2(abs(fract(freq * t) - 0.5) * 3.0); } vec2 stereoSquare(float t, float freq, vec2 lr) { float f = 0.0; for (float i = 1.0; i <= squareNum; i += 2.0) { f += sin((i * PI * freq * t * 0.5) / L) / i; } f *= (4.0 / PI); return f * lr; } vec2 beat1(float t) { vec2 f = stereoStab(t, getNote(1, 5), vec2(0.3, 0.9)); // C5 f += stereoKick(t, getNote(1, 2), leftRight); // C2 f += stereoTri(t, getNote(6, 2), leftRight); // F2 return f; } vec2 beat2(float t) { vec2 f = stereoStab(t, getNote(4, 6), vec2(0.9, 0.5)); // Eb6 f += stereoStab(t, getNote(8, 5), leftRight); // G5 f += stereoKick(t, getNote(1, 2), leftRight) * 0.7; // C2 return f; } vec2 beat3(float t) { vec2 f = stereoStab(t, getNote(11, 5), vec2(0.3, 0.9)); // Bb5 f += stereoStab(t, getNote(8, 5), leftRight); // G5 f += stereoTri(t, getNote(6, 2), leftRight); // F2 return f; } vec2 beat4(float t) { vec2 f = stereoStab(t, getNote(9, 4), vec2(0.6, 0.8)); // Ab4 f += stereoKick(t, getNote(1, 2), leftRight) * 0.5; // C2 return f; } vec2 beat5(float t) { vec2 f = stereoStab(t, getNote(11, 5), vec2(0.5,0.9)); // Bb5 f += stereoSnare(t, getNote(1, 2), leftRight) * 0.21; // C2 return f; } vec2 beat6(float t) { return stereoStab(t, getNote(4, 5), vec2(0.6,0.7)); // Eb5 } vec2 beat7(float t) { vec2 f = stereoStab(t, getNote(3, 4), vec2(0.9, 0.5)); // D4 f += stereoTri(t, getNote(6, 2), leftRight); // F2 return f; } vec2 beat8(float t) { vec2 f = stereoStab(t, getNote(6, 4), vec2(0.5, 0.9)); // F4 f += stereoKick(t, getNote(1, 2), leftRight) * 0.5; // C2 return f; } vec2 beat9(float t) { vec2 f = stereoStab(t, getNote(1, 4), vec2(0.6, 0.6)); // C4 f += stereoBrush(t, getNote(1, 4) * 1.94, vec2(0.0, 0.4)); // C4ish f += stereoKick(t, getNote(1, 2), leftRight); // C2 f += stereoTri(t, getNote(4, 2), leftRight); // Eb2 return f; } vec2 beat10(float t) { vec2 f = stereoStab(t, getNote(11, 6), vec2(0.9, 0.5)) * 0.5; // Bb6 f += stereoKick(t, getNote(1, 2), leftRight) * 0.7; // C2 return f; } vec2 beat11(float t) { vec2 f = stereoStab(t, getNote(11, 4), vec2(0.2, 0.9)); // Bb4 return f; } vec2 beat12(float t) { vec2 f = stereoStab(t, getNote(4, 4), vec2(0.9, 0.3)); // Eb4 f += stereoKick(t, getNote(1, 2), leftRight) * 0.5; // C2 return f; } vec2 beat13(float t) { vec2 f = stereoStab(t, getNote(1, 6), vec2(0.3, 0.9)); // C6 f += stereoHat(t, getNote(1, 4) * 1.94,vec2(0.4, 0.0)); // C4ish f += stereoTri(t, getNote(3, 2), leftRight); // D2 f += stereoSnare(t,getNote(1, 2), leftRight) * 0.21; // C2 return f; } vec2 beat14(float t) { vec2 f = stereoStab(t, getNote(3, 5), vec2(0.9, 0.7)); // D5 f += stereoHat(t, getNote(1, 4) * 1.94, vec2(0.4, 0.0)) * 0.9; // C4ish return f; } vec2 beat15(float t) { vec2 f = stereoStab(t, getNote(4, 5), vec2(0.5, 0.9)); // Eb5 f += stereoHat(t, getNote(1, 4) * 1.94,vec2(0.4, 0.0)) * 0.8; // C4ish f += stereoTri(t, getNote(11, 2), leftRight); // Bb2 return f; } vec2 beat16(float t) { vec2 f = stereoStab(t, getNote(11, 5), vec2(0.9, 0.7)); // Bb5 f += stereoHat(t, getNote(1, 4) * 1.94, vec2(0.4, 0.0)) * 0.7; // C4ish f += stereoTri(t, getNote(4, 2) + fract(t) * 12.0 - 20.0, leftRight); // Eb2 return f; } mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); } vec2 mainSound(float time) { float t = time; float speed = 0.25; float sequenceLength = 16.0; float len = sequenceLength * speed; float m = mod(t, len); float loopLength = (m < 0.5) ? 2.0 : 1.0; float sequencer = floor(mod(t, len) / speed + 1.0); time = (t < 16.0) ? mod(t, len) : mod(t, loopLength * speed); time = time * smoothstep(-0.01, 0.01, time); vec2 f; if (sequencer == 1.0) f = beat1(time); else if (sequencer == 2.0) f = beat2(time); else if (sequencer == 3.0) f = beat3(time); else if (sequencer == 4.0) f = beat4(time); else if (sequencer == 5.0) f = beat5(time); else if (sequencer == 6.0) f = beat6(time); else if (sequencer == 7.0) f = beat7(time); else if (sequencer == 8.0) f = beat8(time); else if (sequencer == 9.0) f = beat9(time); else if (sequencer == 10.0) f = beat10(time); else if (sequencer == 11.0) f = beat11(time); else if (sequencer == 12.0) f = beat12(time); else if (sequencer == 13.0) f = beat13(time); else if (sequencer == 14.0) f = beat14(time); else if (sequencer == 15.0) f = beat15(time); else if (sequencer == 16.0) f = beat16(time); if (t > 32.0 && t < 64.0 || t > 8.0 && t < 16.0) { f = mix((f * vec2(0.990, 1.001) * rot(m * 256.0)), f * 4.0, 0.5); } else { f = f * 2.0; } return f / 8.0; } void main(void) { precomputeNotes(rootC2); vec2 coord = floor(gl_FragCoord.xy); float time = blockOffset + (coord.x + coord.y * resolution.x) / sampleRate; fragColor = mainSound(time); }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm3Texture;
uniform vec2 resolution;
uniform float time;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm3 = texture(prgm3Texture, uv);
fragColor = prgm3;
}
105 fps 16ms
00:00:00.32
0.00