affermare che non si è interessati al diritto alla privacy perché non si ha nulla da nascondere è come dire che non si è interessati alla libertà di parola perché non si ha nulla da dire.

e cosi, chi rinuncia alla libertà per raggiungere la sicurezza, non merita né la libertà né la sicurezza.




Viene finalmente svelato l’intento oscuro della battaglia contro le Fake News: reprimere il dissenso e censurare l’informazione alternativa, impedendo alle persone non solo di esprimersi, ma persino di pensare. Si sta cercando di introdurre il reato d'opinione e di censurare l'informazione indipendente. La battaglia contro le Fake News intende reprimere il dissenso per introdurre lo psicoreato; chi ha diffuso, però, in passato, Fake News per creare casus belli e fare le guerre e chi diffonde ora, come un untore, false notizie per contagiare la massa con il virus della paura e del panico?



link ShaderToy : https://www.shadertoy.com/view/WddGWN

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{

 
    float x = fragCoord.x;
    float y2 = fragCoord.y;
 
    vec2 p = fragCoord.xy / iResolution.yy;
    vec2 q = fragCoord.xy / iResolution.yy;
 
    vec2 translate = vec2(cos(iTime),sin(iTime));
    vec2 translate2 = vec2(sin(iTime),cos(iTime));
 
 
    if (sin(iTime)>0.)
    p += translate*1.35*fract(sin(iTime)*1.0);
    else
    p += translate2*1.35*fract(sin(iTime)*1.0);
 
    vec2 pix = fragCoord.xy*p;
    vec3 col = texture(iChannel0,floor(pix/17.0)*8.0/iResolution.xy).rgb;
    vec3 col2 = texture(iChannel2, floor(pix/8.0)*8.0/iResolution.xy).rgb;
    vec3 col3 = texture(iChannel1, floor(pix/8.0)*8.0/iResolution.xy).rgb;

    fragColor = vec4(0.1+col3.x+col.x*tan(iTime)+col2.x*1.8,0.3+col3.y+col2.y+col.y*cos(iTime),0.3+col3.z+col.z*sin(iTime)+col2.z,1);
 
}




Léon Theremin era un Hacker, un inventore sovietico, famoso per la creazione dell'omonimo Theremin, uno dei primi strumenti musicali elettronici. Nel 1919 stava lavorando, nel laboratorio del noto fisico Ioffe, con particolari dispositivi di sua ideazione atti a misurare la densità dei gas nel vuoto; ben presto si accorse che in certe condizioni si produceva un fischio che variava di frequenza avvicinando o allontanando la mano dai circuiti. Forte della sua esperienza di qualche anno prima in campo militare, con amplificatori e oscillatori che utilizzavano valvole termoioniche ed interessato dai possibili risvolti pratici del fenomeno, continuò a fare esperimenti fino ad inventare un vero e proprio strumento musicale cui diede il nome di eterofono.

r[\pianovel].value(b.value("f3+c6 ,off ,c3+c4 ,as4+ds4+fs3+c1  ,f3+f2 ,a3,f1 ,d2 "),z.value("f3+c6 ,off ,c3+c4 ,as4+ds4+fs3+c1  ,f3+f2 ,a3,f1 ,d2 ")*0.5, 1);

r[\bz_bass].value(b.value("f3 ,f2 ,f2 ,f1 ,f3 ,f3 ,f1 ,f2 "),z.value("f3 ,f2 ,f2 ,f1 ,f3 ,f3 ,f1 ,f2 ")*0.5);
    16.wait;
    r[\bz_slap].value(b.value("f1 ,f1 ,off ,f1 ,f1,f1,f1 ,f1 ,f1 "),z.value("f1 ,f1 ,off ,f1 ,f1,f1,f1 ,f1 ,f1 ")*0.5);

~bzbass[5] = \filter -> {arg sig; (3111.33*sig.distort/(1+ (2231.23*sig.abs))).distort*0.25};

r[\pianovel].value(b.value("f4+f5 ,e4+e5 ,ds4+ds5 ,d4+d5  ,cs4+cs5 ,c4+c5,b4+b5 ,as4+as5 "),z.value("f3+c6 ,e5+e4 ,c3+c4 ,as4+ds4+fs3+c1  ,f3+f2 ,a3,f1 ,d2 ")*0.5, 1);

//Space Theremin sound from:
//Mitchell Sigman (2011) Steal this Sound. Milwaukee, WI: Hal Leonard Books
//under GNU GPL 3 as per SuperCollider license

(
~spacetheremin=Pfx(
    Pmono(
        \spacetheremin,
        \amp,Prand([0.4,0.45,0.5,0.55,0.5],inf),
        \midinote,Prand([0,2,3,5,6,8,9,11]+60,inf),
        \dur,Prand([1.0,1.5,0.5,0.75,1.25,2.0,0.57],inf),
        \lagTime,Pstutter(7,Pn(Pseries(0.05,0.05,8),inf)),
        \lfoRate,Pstutter(9,Pn(Pseries(6,0.5,5),inf)),
        \cutoff,Pstutter(11,Prand([1000,1500,2000,3000],inf))
    ),
    \spacereverb
)
)




il REBOP "incoraggia la creatività per se stessi piuttosto che per il consumo culturale". Non produce alcuna opera completa, quindi non esiste nulla da diciamo consumare e valutare. Il REBOP crea sempre composizioni parziali quindi mai complete; non crea opere musicali da consumare, oltretutto nella maggiorparte dei casi passivamente; quello che viene creato con il REBOP (che poi è solo una fotografia di una piccola parte dell'intero processo), può certamente essere condiviso open source, può essere quindi fonte di ispirazione e di studio, può essere analizzato e esplorato, ma ha già esaurito la sua funzione primaria : quella di portare il compositore in uno stato meditativo intenso, che è poi la funzione primaria dell'intero processo del REBOP; il REBOP è un viaggio esplorativo di codifica live, realtime, just in time programming, verso nuove e non ordinarie possibilità, compositive e non; il REBOP non è un fine ma un mezzo; il REBOP dalla composizione realtime, a tendere, si allargherà per pervadere e comprendere ogni momento e aspetto della vita quotidiana, in termini situazionisti;

(
var c,e;
var bassAmp = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ]*0.6;
c=Pseq([4,0,0,4,4,0,0,0,4,0,0,0,4,4,3.5,0]*1,1);
e=Pseq([0,0,0,0,0,0,0,0,0,0,0,0,4,0,4,3.5]*1,1);
Pbindef(~bzbass2,\instrument,\bz_bass,\scale,Scale.yu,\root,5,\octave,2,
\degree,Pseq([Pn(c,3),Pn(e,3)],inf),\dur,1/2,\amp,Pseq(bassAmp,inf),\rel,
0.3,\pan,-0.3);
Pbindef(~bzbass2).play;
)
(
var c,e;
var synth2Amp = [ 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1 ]*0.2;
c=Pseq([4,0,0,4,4,0,0,0,4,0,0,0,4,4,3.5,0]*1,1);
e=Pseq([0,0,0,0,0,0,0,0,0,0,0,0,4,0,4,3.5]*1,1);
Pbindef(~synth2,\instrument,\sinfb,\scale,Scale.yu,\root,5,\octave,5,
\degree,Pseq([Pn(c,3),Pn(e,3)],inf),\dur,1/2,\amp,Pseq(synth2Amp,inf),\rel,
1.9,\pan,-0.7,\fb,1.7);
Pbindef(~synth2).play;
)

(
var c,e;
var bassAmp = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ]*0.3;
c=Pseq([4,0,0,4,4,0,0,0,4,0,0,0,4,4,3.5,0]*1,1);
Pbindef(~flute,\instrument,\flute,\scale,Scale.yu,\root,5,\octave,4,
\degree,Pseq([Pn(c,3)],inf),\dur,1/2,\amp,Pseq(bassAmp,inf),\rel,
0.3,\pan,0.7);
)

(
var c,e;
var bassAmp = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ]*0.2;
c=Pseq([4,0,4,4,4,0,4,4,4,0,4,4,4,4,3.5,0]*1,1);
e=Pseq([0,3.5,3.5,4]*1,4);
c=Pseq([0,1,3.5,3,4,5,6,7,0,1,3.5,3,4,5,6,7]*1,2);
e=Pseq([4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4]*1,1);
Pbindef(~xx,\instrument,\synth,\scale,Scale.yu,\root,5,\octave,3,
\degree,Pseq([Pn(c,3),Pn(e,3)],inf),\dur,1/4,\amp,Pseq(bassAmp,inf),\rel,
0.3,\pan,0.3);
)

(
~b=Pbind(\instrument,\bz_bass,\scale,Scale.yu,\root,5,\octave,2,\degree,Pseq([0,0,0,0,0,0,0,0,0,0,0,0,4,0,4,3.5]*1,inf),\dur,1/2,\amp,0.5);
~b.play;
)

(
//var kickAmps = [ 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 ]*0.3;
var kickAmps = [ 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]*0.3;
Pbindef(~k2, \instrument, \bplay, \buf, d["k"][0], \dur, 1/4, \amp,  Pseq(kickAmps, inf),
\rate, 1,\pan, 0.1);
Pbindef(~k2).play
)
(
var kickAmps = [ 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 ]*0.3;
~k1=Pbind( \instrument, \bplay, \buf, d["k"][1], \dur, 1/4, \amp,  Pseq(kickAmps, inf),
\rate, 1,\pan, -0.3);
~k1.play;
)

(
//var snareAmps = [0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0 ]*0.2; // 16 beats
var snareAmps = [ 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1 ]*0.15; // 16 beats
//var snareAmps = [ 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 ]*0.1; // 16 beats
~sn = Pbind(\instrument,\bplay,\buf,d["s"][0],\dur,1/4,\amp,Pseq(snareAmps,inf),\pan,-0.1);
~sn.play;
)

(
//var hatAmps = [ 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0 ]*0.1; // 16 beats
var hatAmps = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ]*0.1; // 16 beats
~h = Pbind(\instrument,\bplay,\buf,d["ch"][0],\dur,1/4,\amp,Pseq(hatAmps,inf),\pan,0.3);
~h.play;
)

(
//var hatAmps = [ 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0 ]*0.1; // 16 beats
var hatAmps = [ 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0 ]*0.1; // 16 beats
~h2 = Pbind(\instrument,\bplay,\buf,d["ch"][3],\dur,1/4,\amp,Pseq(hatAmps,inf),\pan,-0.3);
~h2.play;
)


(
var voAmps = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ]*0.4; // 16 beats
~v = Pbind(\instrument,\bplay,\buf,d["voices"][2],\dur,120,\amp,Pseq(voAmps,inf),\pan,0.3);
~v.play;
)
(
var voAmps = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ]*0.4; // 16 beats
~v1 = Pbind(\instrument,\bplay,\buf,d["voices"][4],\dur,120,\amp,Pseq(voAmps,inf),\pan,0.3);
~v1.play;
)



// This is a rework of https://www.shadertoy.com/view/lsfGzr,
// created by @paulofalcao, with sound, by Radical Ed
// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License


#define time iTime

float makePoint(float x,float y,float fx,float fy,float sx,float sy,float t, float w){
   float xx=x+sin(t*fx)*sx*tan(fx*t)*log(fx*t);
   float yy=y+cos(t*fy)*sy*tan(fy*t)*log(fy*t);
   return 5.0*abs(sin(25.0*t/337.0))/sqrt(xx*xx+yy*yy)+log(w/4.0);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {

   vec2 p=(fragCoord.xy/iResolution.x)*2.0-vec2(1.0,iResolution.y/iResolution.x);


 
   // create pixel coordinates
   vec2 uv = fragCoord.xy / iResolution.xy;

   // the sound texture is 512x2
   int tx = int(uv.x*512.0);
 

   // second row is the sound wave, one texel is one mono sample
   float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
 
   vec2 translate = vec2(cos(iTime),sin(iTime));
 
 
 
   p=p*7.0*abs(sin(iTime));
   p += translate*1.35*sin(iTime);
 
   float x=p.x;
   float y=p.y;
 
   vec3 col = vec3( 0.0, 0.0, 0.0);

    // add wave form on top
   //col += smoothstep( 0.0, 0.15, abs(wave- uv.x)/2.0 );
 
    //if (wave > 0.4) { wave = 0.4 ;}
 

   float a=
   makePoint(x + col.x,y + col.y,2.0,2.9,0.3,0.3,time, wave);
   a=a+makePoint(x + col.x,y + col.y,1.9,2.0,0.4,0.4,time, wave);
   a=a+makePoint(x + col.x,y + col.y,0.8,0.7,0.4,0.5,time, wave);
   a=a+makePoint(x + col.x,y + col.y,2.3,0.1,0.6,0.3,time, wave);
   a=a+makePoint(x + col.x,y + col.y,0.8,1.7,0.5,0.4,time, wave);
   a=a+makePoint(x + col.x,y + col.y,0.3,1.0,0.4,0.4,time, wave);
   a=a+makePoint(x + col.x,y + col.y,1.4,1.7,0.4,0.5,time, wave);
   a=a+makePoint(x + col.x,y + col.y,1.3,2.1,0.6,0.3,time, wave);
   a=a+makePoint(x + col.x,y + col.y,1.8,1.7,0.5,0.4,time, wave);
   
 
   float b=
   makePoint(x + col.x,y + col.y,1.2,1.9,0.3,0.3,time, wave);
   b=b+makePoint(x + col.x,y + col.y,0.7,2.7,0.4,0.4,time, wave);
   b=b+makePoint(x + col.x,y + col.y,1.4,0.6,0.4,0.5,time, wave);
   b=b+makePoint(x + col.x,y + col.y,2.6,0.4,0.6,0.3,time, wave);
   b=b+makePoint(x + col.x,y + col.y,0.7,1.4,0.5,0.4,time, wave);
   b=b+makePoint(x + col.x,y + col.y,0.7,1.7,0.4,0.4,time, wave);
   b=b+makePoint(x + col.x,y + col.y,0.8,0.5,0.4,0.5,time, wave);
   b=b+makePoint(x + col.x,y + col.y,1.4,0.9,0.6,0.3,time, wave);
   b=b+makePoint(x + col.x,y + col.y,0.7,1.3,0.5,0.4,time, wave);
 

   float c=
   makePoint(x + col.x,y + col.y,3.7,0.3,0.3,0.3,time, wave);
   c=c+makePoint(x + col.x,y + col.y,1.9,1.3,0.4,0.4,time, wave);
   c=c+makePoint(x + col.x,y + col.y,0.8,0.9,0.4,0.5,time, wave);
   c=c+makePoint(x + col.x,y + col.y,1.2,1.7,0.6,0.3,time, wave);
   c=c+makePoint(x + col.x,y + col.y,0.3,0.6,0.5,0.4,time, wave);
   c=c+makePoint(x + col.x,y + col.y,0.3,0.3,0.4,0.4,time, wave);
   c=c+makePoint(x + col.x,y + col.y,1.4,0.8,0.4,0.5,time, wave);
   c=c+makePoint(x + col.x,y + col.y,0.2,0.6,0.6,0.3,time, wave);
   c=c+makePoint(x + col.x,y + col.y,1.3,0.5,0.5,0.4,time, wave);
 
 
   vec3 d=vec3(a,b,c)/22.0;
 
 
   fragColor = vec4(d.x*2.0,d.x,d.x,1.0);
}


#define PERIOD 2.
#define REPETITIONS 2

const float PI = 3.1415926535;


float box(in vec2 _st, in vec2 _size){
    _size = vec2(0.5) - _size*0.5;
    vec2 uv = smoothstep(_size,
                        _size+vec2(0.001),
                        _st);
    uv *= smoothstep(_size,
                    _size+vec2(0.001),
                    vec2(1.0)-_st);
    return uv.x*uv.y;
}

float cross2(in vec2 _st, float _size){
    return  box(_st, vec2(_size,_size/4.)) +
            box(_st, vec2(_size/4.,_size));
}

vec3 shadeBlob(vec2 p, float index, float value, float scale)
{
    float screenRatio = iResolution.x / iResolution.y;
    vec2 pc = vec2(0.1 + (screenRatio - 0.2) * value, index);
 
    float d = length(pc - p) / 0.015*scale/(1.37+abs(sin(iTime)));
 
    return vec3(3. * vec3(0.5, 0.5, 0.7) / (max(d * d, 1.)));
}

float step_interp(float x) {
    return step(0.5, x);
}

float linear_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return c;
}

float cosine_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return 0.5 * (1. - cos(PI * c));
}

float smoothstep_interp(float x) {
//    return smoothstep(0., 1., x);

    float c = clamp(x, 0., 1.);
 
    return c * c * (3. - 2. * c);
}

float quintic_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return c * c * c * ((6. * c - 15.) * c + 10.);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 p = fragCoord.xy / iResolution.yy;
    vec2 q = fragCoord.xy / iResolution.xy;
 
    int tx = int(p.x*128.0);
    int ty = int(p.y*128.0);
 
    // per lo Spectrum Audio
    float wave = texelFetch( iChannel0, ivec2(ty,1), 0 ).x;
    vec3 spec = vec3(wave/0.5);
 
 
    // per lo Spectrum Audio
    //vec4 spec = vec4(0.1,0.1,0.1,0.1);
 
    vec2 translate = vec2(cos(iTime),sin(iTime));
    vec2 translate2 = vec2(sin(iTime),cos(iTime));
    //p += translate*0.35*sin(iTime);
    q += translate2*1.35*sin(iTime);
 
    float t = abs(2. * fract(iTime / PERIOD) - 1.);
 
 
    // Background pattern
 
 
 
    vec3 col = vec3(0.0);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1, spec.x/0.4 );
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1, spec.x/0.4);
 
    //col += shadeBlob(p, 0.3, smoothstep_interp(t)*spec.x+0.2, 0.1/0.1);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.05, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.05, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.2, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.05, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.1, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.1, 0.1/0.1);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.1, 0.1/0.1);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.1, spec.x/0.4);
    //col += shadeBlob(p, 0.7, quintic_interp(t)*spec.z+0.1, 0.1/0.1);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.2, spec.y/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.2, spec.y/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.25, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.25, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.25, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.25, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.25, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.3, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.25, 0.1/0.1);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.25, 0.1/0.1);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.25, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.3, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.4, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.4, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.45, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.45, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.45, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.45, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.45, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.5, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.5, spec.x/0.4);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.5, 0.1/0.1);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.5, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.5, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.6, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.6, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.65, spec.x/0.4);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.65, 0.1/0.1);
    //col += shadeBlob(p, 0.5, cosine_interp(t)*spec.z+0.65, 0.1/0.1);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.65, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.65, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.7, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.7, spec.x/0.4);
 
    col += shadeBlob(p, 0.3, smoothstep_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.4, linear_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.8, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.8, spec.x/0.4);
 
    //col += shadeBlob(p, 0.3, smoothstep_interp(t)*spec.x+0.8, 0.1/0.1);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.8, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.85, spec.x/0.4);
    //col += shadeBlob(p, 0.6, smoothstep_interp(t)*spec.z+0.8, 0.1/0.1);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.85, spec.x/0.4);
 
    //col += shadeBlob(p, 0.3, smoothstep_interp(t)*spec.x+0.8, 0.1/0.1);
    //col += shadeBlob(p, 0.4, linear_interp(t)*spec.y+0.8, 0.1/0.1);
    col += shadeBlob(p, 0.5, cosine_interp(t)*0.1+0.9, spec.x/0.4);
    col += shadeBlob(p, 0.6, smoothstep_interp(t)*0.1+0.9, spec.x/0.4);
    col += shadeBlob(p, 0.7, quintic_interp(t)*0.1+0.9, spec.x/0.4);
 
 
 
    col += 1.0 -  smoothstep( 0.0, 0.15, abs(wave - q.x) );
 
    //col = pow(col, vec3(1.3));
    //col2 = pow(col2, vec3(0.45));
 
    fragColor = vec4(col, 1.0);
}



Clicca sul link qui sotto e metti le mani davanti alla webcam :

https://www.shadertoy.com/view/WtjGDz

// This is a rework of https://www.shadertoy.com/view/lssGDj,
// created by movAX13h, with sound, by Radical Ed

float character(int n, vec2 p)
{
p = floor(p*vec2(4.0, -4.0) + 2.5);
    if (clamp(p.x, 0.0, 4.0) == p.x)
{
        if (clamp(p.y, 0.0, 4.0) == p.y)
{
        int a = int(round(p.x) + 5.0 * round(p.y));
if (((n >> a) & 1) == 1) return 1.0;
}
    }
return 0.0;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
 
    {
     
     // create pixel coordinates
vec2 uv = fragCoord.xy / iResolution.xy;

    // the sound texture is 512x2
    int tx = int(uv.x*512.0);
 

    // second row is the sound wave, one texel is one mono sample
    float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
vec2 pix = fragCoord.xy;
vec3 col = texture(iChannel0, floor(pix/8.0)*8.0/iResolution.xy).rgb;

float gray = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;

int n =  4096;                // .
if (gray > 0.2) n = 65600;    // :
if (gray > 0.3) n = 332772;   // *
if (gray > 0.4) n = 15255086; // o
if (gray > 0.5) n = 23385164; // &
if (gray > 0.6) n = 15252014; // 8
if (gray > 0.7) n = 13199452; // @
if (gray > 0.8) n = 11512810; // #

vec2 p = mod(pix/4.0, 2.0) - vec2(1.0);
 
if (iMouse.z > 0.5) col = gray*vec3(character(n, p));
else col = col*character(n, p);

fragColor = vec4(col+ 1.0 -  smoothstep( 0.0, 0.15, abs(wave - uv.y) ), 1.0);
}




#define PERIOD 2.
#define REPETITIONS 2

const float PI = 3.1415926535;


float box(in vec2 _st, in vec2 _size){
    _size = vec2(0.5) - _size*0.5;
    vec2 uv = smoothstep(_size,
                        _size+vec2(0.001),
                        _st);
    uv *= smoothstep(_size,
                    _size+vec2(0.001),
                    vec2(1.0)-_st);
    return uv.x*uv.y;
}

float cross2(in vec2 _st, float _size){
    return  box(_st, vec2(_size,_size/4.)) +
            box(_st, vec2(_size/4.,_size));
}

vec3 shadeBlob(vec2 p, float index, float value, float scale)
{
    float screenRatio = iResolution.x / iResolution.y;
    vec2 pc = vec2(0.1 + (screenRatio - 0.2) * value, index);
   
    float d = length(pc - p) / 0.015*scale/0.3;
   
    return vec3(3. * vec3(0.2, 0.5, 0.7) / (max(d * d, 1.)));
}

float step_interp(float x) {
    return step(0.5, x);
}

float linear_interp(float x) {
    float c = clamp(x, 0., 1.);
   
    return c;
}

float cosine_interp(float x) {
    float c = clamp(x, 0., 1.);
   
    return 0.5 * (1. - cos(PI * c));
}

float smoothstep_interp(float x) {
//    return smoothstep(0., 1., x);

    float c = clamp(x, 0., 1.);
   
    return c * c * (3. - 2. * c);
}

float quintic_interp(float x) {
    float c = clamp(x, 0., 1.);
   
    return c * c * c * ((6. * c - 15.) * c + 10.);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 p = fragCoord.xy / iResolution.yy;
    vec2 q = fragCoord.xy / iResolution.yy;
   
    int tx = int(p.x*128.0);
   
    // per lo Spectrum Audio
    float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
    vec3 spec = vec3(wave);
   
    vec2 translate = vec2(cos(iTime),sin(iTime));
    vec2 translate2 = vec2(sin(iTime),cos(iTime));
    p += translate*0.35*sin(iTime);
    q += translate2*1.35*sin(iTime);
   
    float t = abs(2. * fract(iTime / PERIOD) - 1.);
    //int sel = int(6. * fract(time / (float(REPETITIONS) * PERIOD) / 6.));
    int sel = 5;
   
    // Background pattern
   
    vec3 col = vec3(0.0 + 0.000 * mod(floor(p.x * 10.0) + floor(p.y * 10.0), 2.0));
    vec3 col2 = vec3(0.0 + 0.000 * mod(floor(q.y * 5.0) + floor(q.x * 5.0), 2.0));
    //vec3 col = vec3(0.0,0.0,0.0,0.0));
   
   
    col += shadeBlob(p, 0.1, smoothstep_interp(t)*spec.x+0.5, wave/3.0);
    col2 += shadeBlob(q, 0.3+spec.z, linear_interp(t)*spec.y+0.5, wave/3.0);
    col += shadeBlob(p, 0.5+spec.x, cosine_interp(t)*spec.z+0.7, wave/3.0);
    col2 += shadeBlob(q, 0.7, smoothstep_interp(t)*spec.z+0.1, wave/3.0);
    col += shadeBlob(p, 0.9-spec.y, quintic_interp(t)*spec.z+0.3, wave/3.0);
   
   
    col = pow(col, vec3(0.45));
    col2 = pow(col2, vec3(0.45));
   
    fragColor = vec4(col+col2, 1.0);
}





#define PERIOD 2.
#define REPETITIONS 2

uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
uniform vec3 spectrum;

const float PI = 3.1415926535;


float box(in vec2 _st, in vec2 _size){
    _size = vec2(0.5) - _size*0.5;
    vec2 uv = smoothstep(_size,
                        _size+vec2(0.001),
                        _st);
    uv *= smoothstep(_size,
                    _size+vec2(0.001),
                    vec2(1.0)-_st);
    return uv.x*uv.y;
}

float cross(in vec2 _st, float _size){
    return  box(_st, vec2(_size,_size/4.)) +
            box(_st, vec2(_size/4.,_size));
}

vec3 shadeBlob(vec2 p, float index, float value, float scale)
{
    float screenRatio = resolution.x / resolution.y;
    vec2 pc = vec2(0.1 + (screenRatio - 0.2) * value, index);
 
    float d = length(pc - p) / 0.015*scale/0.3;
 
    return vec3(3. * vec3(0.2, 0.5, 0.7) / (max(d * d, 1.)));
}

float step_interp(float x) {
    return step(0.5, x);
}

float linear_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return c;
}

float cosine_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return 0.5 * (1. - cos(PI * c));
}

float smoothstep_interp(float x) {
//    return smoothstep(0., 1., x);

    float c = clamp(x, 0., 1.);
 
    return c * c * (3. - 2. * c);
}

float quintic_interp(float x) {
    float c = clamp(x, 0., 1.);
 
    return c * c * c * ((6. * c - 15.) * c + 10.);
}

void main(void)
{
    vec2 p = gl_FragCoord.xy / resolution.yy;
    vec2 q = gl_FragCoord.xy / resolution.yy;
 
    vec3 spec = .1+spectrum;
 
    vec2 translate = vec2(cos(time),sin(time));
    vec2 translate2 = vec2(sin(time),cos(time));
    p += translate*0.35*sin(time);
    q += translate2*1.35*sin(time);
 
    float t = abs(2. * fract(time / PERIOD) - 1.);
 
 
    vec3 col = vec3(0.0 + 0.000 * mod(floor(p.x * 10.0) + floor(p.y * 10.0), 2.0));
    vec3 col2 = vec3(0.0 + 0.000 * mod(floor(q.y * 5.0) + floor(q.x * 5.0), 2.0));
 
 
    col += shadeBlob(p, 0.1, smoothstep_interp(t)*spec.x+0.5, spec.x/0.1);
    col2 += shadeBlob(q, 0.3+spec.z, linear_interp(t)*spec.y+0.5, spec.z);
    col += shadeBlob(p, 0.5+spec.x, cosine_interp(t)*spec.z+0.7, spec.z/0.3);
    col2 += shadeBlob(q, 0.7, smoothstep_interp(t)*spec.z+0.1, spec.x/0.6);
    col += shadeBlob(p, 0.9-spec.y, quintic_interp(t)*spec.z+0.3, spec.z/0.9);

 
    col = pow(col, vec3(0.45));
    col2 = pow(col2, vec3(0.45));
 
    gl_FragColor = vec4(col+col2, 1.0);
}









L'abitudine ti ha portato a non creare di volta in volta risposte originali e pertinenti a un dato momento. Non creando le tue risposte, ma aspettandoti di fatto che esse scaturiscano in modo passivo, passi la tua vita in stato di ipnosi, programmato a rispondere agli stimoli in base ai dati raccolti nei tuoi primissimi anni di vita; Rivoluzione come sconvolgimento di automatismi, abitudini e/o funzioni fisiologiche;


(
    var a,b,c,d;
    a=Pseq([Pseq([0,0,0,0,0],1),Pseq([1,1,1,-1,-1],1)],1);
    b=Pseq([Pseq([1,1,1,1,1],1),Pseq([4,-1,4,-1,-1],1)],1);
    c=Pseq([Pseq([0,0,0,0,0],1),Pseq([0,0,0,0,0],1)],1);
    d=Pseq([Pseq([-1,-1,-1,-1,-1],1),Pseq([2,2,2,1,1],1)],1);
    Pbindef(~bzbass,\instrument,\bz_bass,\scale,Scale.yu,\root,5,\octave,3,
        \degree,Pseq([Pn(a,2),Pn(b,2),Pn(a,2),Pn(b,2),Pn(c,2),Pn(d,2),Pn(c,2),Pn(d,2)],inf),\dur,Pbjorklund2(5,9)/3,\amp,0.4,\rel, 0.3,\pan, -0.3);
)


(
    var a,b,c,d;
    a=Pseq([Pseq([0,0,0,0,0],1),Pseq([1,1,1,-1,-1],1)],1);
    b=Pseq([Pseq([1,1,1,1,1],1),Pseq([4,-1,4,-1,-1],1)],1);
    c=Pseq([Pseq([0,0,0,0,0],1),Pseq([0,0,0,0,0],1)],1);
    d=Pseq([Pseq([-1,-1,-1,-1,-1],1),Pseq([2,2,2,1,1],1)],1);
    //~synth =
    Pbindef(~x, \instrument,\synth,\scale,Scale.yu,\root,5,\octave,Pseq([2,3],inf),
    \degree,Pseq([Pn(a,2),Pn(b,2),Pn(a,2),Pn(b,2),Pn(c,2),Pn(d,2),Pn(c,2),Pn(d,2)],inf),\dur,Pbjorklund2(5,9)/3,\amp,0.3,\rel, 0.3,\pan, 0.3);
)

(
    var a,b,c,d;
    c=Pseq([0,0,0,0,0,0,0,0],1);
    d=Pseq([-1,-1,-1,-1,-1,-1,-1,-1,2,2,2,2,2,2,2,2,-1,-1,-1,-1,-1,-1,-1,-1,2,2,2,2,2,2,2,1],1);
    Pbindef(~bzbass2, \instrument,\bz_bass,\scale,Scale.yu,\root,5,\octave,2,
    \degree,Pseq([Pn(c,4),Pn(d,1)],inf),\dur,Pbjorklund2(8,9)/3,\amp,0.4,\rel,
    0.3,\pan,-0.3);
)
Update cookies preferences