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Merry Christmas Commit
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Release of Version 1.0.3
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Arthur Tent committed Dec 21, 2024
1 parent 908d936 commit e79271c
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Binary file added dist/images/38c3_visuals.png
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2 changes: 1 addition & 1 deletion dist/manifest.json
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
{
"name": "ShaderAmp",
"version": "1.0.2",
"version": "1.0.3",
"description": "Unofficial ShaderToy Chrome Extension to visualize sound of any page.",
"manifest_version": 3,
"options_page": "options.html",
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73 changes: 71 additions & 2 deletions dist/shaders/AudioVisualizerBars3_sidhu.frag
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Expand Up @@ -4,14 +4,70 @@
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// https://creativecommons.org/licenses/by-nc-sa/3.0/
uniform float iAmplifiedTime;
uniform float iTime;
uniform sampler2D iAudioData;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform vec2 iResolution;
uniform vec2 iMouse;
varying vec2 vUv;

#define AA 1.5/iResolution.y
#define FFT(a) pow(texelFetch(iAudioData, ivec2(a, 0), 0).x, 5.)
float snd = 0.;
const float PI = 3.1415926;

// MIT Licensed hash From Dave_Hoskins (https://www.shadertoy.com/view/4djSRW)
vec3 hash33(vec3 p)
{
p = fract(p * vec3(443.8975,397.2973, 491.1871));
p += dot(p.zxy, p.yxz+19.27);
return fract(vec3(p.x * p.y, p.z*p.x, p.y*p.z));
}

vec3 stars(in vec3 p)
{
vec3 c = vec3(0.);
float res = iResolution.x*0.8;
for (float i=0.;i<4.;i++)
{
vec3 q = fract(p*(.15*res))-0.5;
//q*= snd/10.;
vec3 id = floor(p*(.15*res));
vec2 rn = hash33(id).xy;
float c2 = 1.-smoothstep(0.,.6,length(q));
c2 *= step(rn.x,.0005+i*i*0.001);
c += c2*(mix(vec3(1.0,0.49,0.1),vec3(0.75,0.9,1.),rn.y)*0.25+0.75);
p *= 1.4;
}
return c*c*.65;
}
void camera(vec2 fragCoord, out vec3 ro, out vec3 rd, out mat3 t)
{
float a = 1.0/max(iResolution.x, iResolution.y);
//rd = normalize(vec3((fragCoord - iResolution.xy*0.5)*a, 0.5));
rd = normalize(vec3(fragCoord, 1.0));

ro = vec3(0.0, 0.0, -15.);

//float ff = min(1.0, step(0.001, iMouse.x) + step(0.001, iMouse.y));
float ff = min(1.0, step(0.001, iMouse.x) + step(0.001, iMouse.y))+sin(iTime/20.);
vec2 m = PI*ff + vec2(((iMouse.xy + 0.1) / iResolution.xy) * (PI*2.0));
//m.y = -m.y;
m.y = sin(m.y*0.5)*0.3 + 0.5;

//vec2 sm = sin(m)*sin(iTime), cm = cos(m)*(1.+sin(iTime));
vec2 sm = sin(m)*(1.+sin(iTime/10.)/2.), cm = cos(m);
mat3 rotX = mat3(1.0, 0.0, 0.0, 0.0, cm.y, sm.y, 0.0, -sm.y, cm.y);
mat3 rotY = mat3(cm.x, 0.0, -sm.x, 0.0, 1.0, 0.0, sm.x, 0.0, cm.x);

t = rotY * rotX;

ro = t * ro;
rd = t * rd;

rd = normalize(rd);
}


float ss(float e, float v)
{
Expand All @@ -26,7 +82,17 @@ float ss(float e, float v, float m)

void main()
{
int max_freq = 100;
for(int i=1; i < max_freq; i++){
snd +=FFT(i)*float(i);
}
snd /=float(max_freq*20);
vec2 uv = -1.0 + 2.0 *vUv;
//camera + rd for stars
vec3 ro = vec3(0.0);//rd = vec3( 0.0 );
vec3 rd = normalize(vec3(uv,-1.5));
mat3 t = mat3(1.0);
camera(uv, ro, rd, t);
uv = (-uv * 2.0);

float barCount = 50.0;
Expand Down Expand Up @@ -57,4 +123,7 @@ void main()
ss(d, w) * b * ss(s + 0.01, d));

gl_FragColor = vec4(col,1.0);
}
rd.x+=sin(iTime/1000.)*2.;
vec3 bg = stars(rd)*(1.+30.*snd);
gl_FragColor+=vec4(bg, 1.);
}
384 changes: 384 additions & 0 deletions dist/shaders/CallOfThesiren.frag

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9 changes: 9 additions & 0 deletions dist/shaders/CallOfThesiren.frag.meta
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@@ -0,0 +1,9 @@
{
"author": "Quasimondo",
"modifiedBy": "ArthurTent",
"shaderName": "Call of the Siren ",
"url": "https://www.shadertoy.com/view/7sSSDd",
"license": "Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License",
"licenseURL": "https://creativecommons.org/licenses/by-nc-sa/3.0/",
"shaderSpeed": 0.8
}
132 changes: 132 additions & 0 deletions dist/shaders/Christmas_tree.frag
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// https://www.shadertoy.com/view/MfGBWm
// Modified by ArthurTent
// Created by vanshika
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// https://creativecommons.org/licenses/by-nc-sa/3.0/
// Modified source on shadertoy.com: https://www.shadertoy.com/view/4cVBDw

uniform float iAmplifiedTime;
uniform float iTime;
uniform sampler2D iAudioData;
uniform vec2 iResolution;
uniform vec2 iMouse;
varying vec2 vUv;

#define EYES 80.
#define FFT(a) pow(texelFetch(iAudioData, ivec2(a, 0), 0).x, 5.)
float snd = 0.;
const float PI = 3.1415926;

// MIT Licensed hash From Dave_Hoskins (https://www.shadertoy.com/view/4djSRW)
vec3 hash33(vec3 p)
{
p = fract(p * vec3(443.8975,397.2973, 491.1871));
p += dot(p.zxy, p.yxz+19.27);
return fract(vec3(p.x * p.y, p.z*p.x, p.y*p.z));
}

vec3 stars(in vec3 p)
{
vec3 c = vec3(0.);
float res = iResolution.x*0.8;

for (float i=0.;i<4.;i++)
{
vec3 q = fract(p*(.15*res))-0.5;
//q*= snd/10.;
vec3 id = floor(p*(.15*res));
vec2 rn = hash33(id).xy;
float c2 = 1.-smoothstep(0.,.6,length(q));
c2 *= step(rn.x,.0005+i*i*0.001);
c += c2*(mix(vec3(1.0,0.49,0.1),vec3(0.75,0.9,1.),rn.y)*0.25+0.75);
p *= 1.4;
}
return c*c*.65;
}
void camera(vec2 fragCoord, out vec3 ro, out vec3 rd, out mat3 t)
{
float a = 1.0/max(iResolution.x, iResolution.y);
//rd = normalize(vec3((fragCoord - iResolution.xy*0.5)*a, 0.5));
rd = normalize(vec3(fragCoord, 1.0));

ro = vec3(0.0, 0.0, -15.);

//float ff = min(1.0, step(0.001, iMouse.x) + step(0.001, iMouse.y));
float ff = min(1.0, step(0.001, iMouse.x) + step(0.001, iMouse.y))+sin(iTime/20.);
vec2 m = PI*ff + vec2(((iMouse.xy + 0.1) / iResolution.xy) * (PI*2.0));
//m.y = -m.y;
m.y = sin(m.y*0.5)*0.3 + 0.5;

//vec2 sm = sin(m)*sin(iTime), cm = cos(m)*(1.+sin(iTime));
vec2 sm = sin(m)*(1.+sin(iTime/10.)/2.), cm = cos(m);
mat3 rotX = mat3(1.0, 0.0, 0.0, 0.0, cm.y, sm.y, 0.0, -sm.y, cm.y);
mat3 rotY = mat3(cm.x, 0.0, -sm.x, 0.0, 1.0, 0.0, sm.x, 0.0, cm.x);

t = rotY * rotX;

ro = t * ro;
rd = t * rd;

rd = normalize(rd);
}


float Eye(vec2 p, vec2 offs, float s1, float s2, float size){
float c1 = smoothstep(s1, s1-.01, length(size*p));
float c2 = smoothstep(s2, s2-.01, length(size*p-offs));
c1 += .003/length(p); // for brightness
c1/=(0.2+snd);
return c1-c2;
}

mat2 Rot(float a){
float c = cos(a), s = sin(a);
return mat2(c, -s, s, c);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
int max_freq = 100;
for(int i=1; i < max_freq; i++){
snd +=FFT(i)*float(i);
}
snd /=float(max_freq*20);

vec2 uv = (fragCoord-.5*iResolution.xy)/iResolution.y;
vec3 cam = normalize(vec3(1.5,uv));
vec2 cam_uv = (fragCoord-.5*iResolution.xy)/iResolution.y;

//camera + rd for stars
vec3 ro = vec3(0.0);//rd = vec3( 0.0 );
vec3 rd = normalize(vec3(cam_uv,-1.5));
mat3 t3 = mat3(1.0);
camera(uv, ro, rd, t3);
vec3 bg = stars(rd)*(1.+30.*snd);

uv *= 5.5;
uv *= Rot(3.1415/2.);
//vec3 col = vec3(0);
vec3 col = bg;
float f = atan(uv.y, uv.x+2.3)/6.28318;


float a = smoothstep(.37, .36, length(uv))-smoothstep(.28, .27, length(uv-vec2(.1, -.05)));
float fade = sin(uv.x+.5)*.5+.5;

for(float i=0.; i<1.; i+=1./EYES){
vec2 coord = uv-vec2(4.*i-2.2, i*sin(iAmplifiedTime*i)+i*cos(iAmplifiedTime*i));
float t = smoothstep(i, 0., abs(length(coord)));
col += t*.15*vec3(.1, .4, .3);
float eye = Eye(coord, vec2(-.3*sin(iAmplifiedTime),.3*cos(iAmplifiedTime)), .6, .45, 5./i)*FFT(i*2.);
vec3 color = sin(.2*iAmplifiedTime*vec3(3., 5., 2.)*i)*.5+.5;
color.z *= .3;
col += eye * color;
}

fragColor = vec4(col,1.0);
}
void main() {
vec2 fragCoord = vUv * iResolution;
mainImage(gl_FragColor, fragCoord);
}

9 changes: 9 additions & 0 deletions dist/shaders/Christmas_tree.frag.meta
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@@ -0,0 +1,9 @@
{
"author": "vanshika",
"modifiedBy": "ArthurTent",
"shaderName": "Christmas tree ::)",
"url": "https://www.shadertoy.com/view/MfGBWm",
"license": "Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License",
"licenseURL": "https://creativecommons.org/licenses/by-nc-sa/3.0/",
"shaderSpeed": 0.8
}
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