Feature: visualization selector

This commit is contained in:
Dejvino
2026-05-24 14:08:38 +02:00
parent 9aa12c3c33
commit c6324d3ccd
7 changed files with 231 additions and 66 deletions
@@ -0,0 +1,74 @@
import { VisualizerInterface } from './VisualizerInterface.js';
const fragmentShader = `
uniform float u_time;
uniform float u_beat;
uniform float u_opacity;
uniform vec2 u_resolution;
uniform vec3 u_colors[16];
uniform int u_colorCount;
uniform float u_seed;
varying vec2 vUv;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
float ledCountX = u_resolution.x;
float ledCountY = u_resolution.y;
vec2 gridUV = vec2(vUv.x * ledCountX, vUv.y * ledCountY);
vec2 gridDeriv = fwidth(gridUV);
float gridDensity = max(gridDeriv.x, gridDeriv.y);
float blurFactor = smoothstep(0.3, 0.8, gridDensity);
vec2 cell = fract(gridUV);
vec2 uv = mix((floor(gridUV) + 0.5) / vec2(ledCountX, ledCountY), vUv, blurFactor);
float dist = distance(cell, vec2(0.5));
float edgeSoftness = clamp(gridDensity * 1.5, 0.0, 0.5);
float mask = 1.0 - smoothstep(0.35 - edgeSoftness, 0.45 + edgeSoftness, dist);
mask = mix(mask, 1.0, blurFactor);
float d = length(uv - 0.5);
float angle = atan(uv.y - 0.5, uv.x - 0.5);
float wave = sin(d * 20.0 - u_time * 2.0 + u_seed);
float beatWave = sin(angle * 5.0 + u_time + u_seed * 0.1) * u_beat;
float hue = fract(u_time * 0.1 + d * 0.2 + u_seed * 0.01);
float val = 0.5 + 0.5 * sin(wave + beatWave);
vec3 finalColor;
if (u_colorCount > 0) {
float indexFloat = hue * float(u_colorCount);
int index = int(mod(indexFloat, float(u_colorCount)));
vec3 c = vec3(0.0);
for (int i = 0; i < 16; i++) {
if (i == index) {
c = u_colors[i];
break;
}
}
finalColor = c * val;
} else {
finalColor = hsv2rgb(vec3(hue, 0.8, val));
}
gl_FragColor = vec4(finalColor, mask * u_opacity);
}
`;
export class ClassicVisualizer extends VisualizerInterface {
getName() {
return "Classic Wave";
}
getFragmentShader() {
return fragmentShader;
}
}
@@ -0,0 +1,72 @@
import { VisualizerInterface } from './VisualizerInterface.js';
const fragmentShader = `
uniform float u_time;
uniform float u_beat;
uniform float u_opacity;
uniform vec2 u_resolution;
uniform vec3 u_colors[16];
uniform int u_colorCount;
uniform float u_seed;
varying vec2 vUv;
void main() {
float ledCountX = u_resolution.x;
float ledCountY = u_resolution.y;
vec2 gridUV = vec2(vUv.x * ledCountX, vUv.y * ledCountY);
vec2 gridDeriv = fwidth(gridUV);
float gridDensity = max(gridDeriv.x, gridDeriv.y);
float blurFactor = smoothstep(0.3, 0.8, gridDensity);
vec2 cell = fract(gridUV);
vec2 uv = mix((floor(gridUV) + 0.5) / vec2(ledCountX, ledCountY), vUv, blurFactor);
float dist = distance(cell, vec2(0.5));
float edgeSoftness = clamp(gridDensity * 1.5, 0.0, 0.5);
float mask = 1.0 - smoothstep(0.35 - edgeSoftness, 0.45 + edgeSoftness, dist);
mask = mix(mask, 1.0, blurFactor);
vec2 p = (uv - 0.5) * 2.0;
float r = length(p);
float a = atan(p.y, p.x);
float t = u_time * 0.5 + u_seed;
float noise = sin(p.x * 10.0 + t) * cos(p.y * 10.0 - t) * 0.5 + 0.5;
float nebula = sin(r * 15.0 - t * 2.0 + noise * 5.0) * 0.5 + 0.5;
vec3 color1 = vec3(0.1, 0.0, 0.3);
vec3 color2 = vec3(0.8, 0.2, 0.5);
if (u_colorCount >= 2) {
color1 = u_colors[0];
color2 = u_colors[1];
}
vec3 finalColor = mix(color1, color2, nebula);
// Add some pulsing highlights based on beat
float ring = smoothstep(0.4, 0.5, abs(fract(r * 2.0 - t * 4.0) - 0.5));
finalColor += color2 * ring * u_beat * 0.5;
// Edge glow
float edge = 1.0 - smoothstep(0.3, 0.5, r);
finalColor += color1 * edge * (0.2 + u_beat * 0.3);
finalColor *= (0.4 + u_beat * 0.6);
gl_FragColor = vec4(finalColor, mask * u_opacity);
}
`;
export class NebulaVisualizer extends VisualizerInterface {
getName() {
return "Deep Nebula";
}
getFragmentShader() {
return fragmentShader;
}
}
@@ -0,0 +1,9 @@
export class VisualizerInterface {
getName() {
return "Generic Visualizer";
}
getFragmentShader() {
return "";
}
}
+9
View File
@@ -0,0 +1,9 @@
import { ClassicVisualizer } from './ClassicVisualizer.js';
import { NebulaVisualizer } from './NebulaVisualizer.js';
export const visualizerLibrary = [
new ClassicVisualizer(),
new NebulaVisualizer(),
];
export default visualizerLibrary;