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| float getBPMVis(float bpm){ | |
| // this function can be found graphed out here :https://www.desmos.com/calculator/rx86e6ymw7 | |
| float bps = 60./bpm; // beats per second | |
| float bpmVis = tan((time*PI)/bps); | |
| // multiply it by PI so that tan has a regular spike every 1 instead of PI | |
| // divide by the beat per second so there are that many spikes per second | |
| bpmVis = clamp(bpmVis,0.,10.); | |
| // tan goes to infinity so lets clamp it at 10 | |
| bpmVis = abs(bpmVis)/20.; |
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| // http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
| // 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. | |
| vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d ) | |
| { | |
| return a + b*cos( 6.28318*(c*t+d) ); | |
| } | |
| float sphere(vec3 pos, float rad){ |
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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) ); | |
| } | |
| vec3 hsb2rgb(vec3 c) | |
| { |