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@fcor
Created April 10, 2023 14:01
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#version 150
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
uniform vec3 spectrum;
uniform sampler2D midi;
in VertexData
{
vec4 v_position;
vec3 v_normal;
vec2 v_texcoord;
} inData;
out vec4 fragColor;
// By DataNeel
vec2 midiCoord(float offset) {
float x = mod(offset,32.);
float y = offset / 32.;
return vec2(x,y)/32.;
}
// By companje
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void main(void)
{
vec2 uv = -1. + 2. * inData.v_texcoord;
float cc1 = 3.0 * 127.0 + 10.0;
float cc2 = 2.0 * 127.0 + 44.0;
float cc3 = 3.0 * 127.0 + 74.0;
float val1 = texture(midi, midiCoord(cc1)).w;
float val2 = texture(midi, midiCoord(cc2)).w;
float val3 = texture(midi, midiCoord(cc3)).w;
vec3 col = vec3(val1, val2, val3);
fragColor = vec4(col,1.0);
}
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