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)); |