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sft.js
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sft.js
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/**
* Stochastic fourier transform
*/
var regl = require('regl')();
module.exports = function (N, data) {
var text = regl.texture({
width: N,
height: 1,
format: 'alpha',
type: 'float',
data: data
});
var noiseSize = 512;
var noise = [];
for (var i = 0; i < noiseSize*noiseSize; i++) {
noise.push(Math.random());
}
var noiseText = regl.texture({
width: noiseSize,
height: noiseSize,
format: 'alpha',
type: 'float',
data: noise
});
return regl({
vert: `
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
`,
frag: `
precision highp float;
uniform sampler2D waveform;
uniform sampler2D noise;
uniform vec2 viewport;
uniform float seed;
const float N = ${N}.;
const float rate = 44100.;
const float pi2 = ${Math.PI*2};
const float pi = ${Math.PI};
//phasor/source run state
float distance;
float sourceDistance;
float step;
//accumulated resonance energy for a source
vec2 energy;
//formant behaviour
float frequency;
float range;
//get energy state of a phasor
vec2 phasor () {
return vec2(
cos(pi2 * distance * frequency),
sin(pi2 * distance * frequency)
);
}
//get energy state of a source
vec2 source () {
return vec2(
texture2D(waveform, vec2(distance, 0)).w
);
}
//get noise sample
float random () {
return texture2D(noise, vec2(distance, gl_FragCoord.y / viewport.y)).w;
}
void main () {
energy = vec2(0);
distance = 0.;
sourceDistance = 0.;
step = 1./N;
frequency = N * 0.5 * gl_FragCoord.x / viewport.x;
range = step*.1;
// sum all input values masked by frequency values
for (float i = 0.; i < N; i++) {
energy += dot(phasor(), source());
distance += (step + random() * range - range*0.5);
sourceDistance += step;
}
gl_FragColor = vec4(vec3(length(energy / N) * 255.), 1);
}
`,
attributes: {
position: regl.buffer(
[-1,-1, -1,3, 3,-1]
)
},
uniforms: {
waveform: text,
noise: noiseText,
viewport: function (a,b,stats) {
return [stats.width,stats.height];
}
},
count: 3
});
};