@@ -8,12 +8,12 @@ const float PI = 3.14159265359;
88const float TAU = 6.28318530718 ;
99const float BPM = 180.0 ;
1010const float BEAT = 60.0 / BPM;
11- const float SECTION_BEGIN = 0 .0 * BEAT;
12- const float SECTION_NEURO = 128 .0 * BEAT;
13- const float SECTION_WHOA = 256 .0 * BEAT;
14- const float SECTION_PORTER_FUCKING_ROBINSON = 320 .0 * BEAT;
15- const float SECTION_AAAA = 384 .0 * BEAT;
16- const float SECTION_PSY = 448 .0 * BEAT;
11+ const float SECTION_BEGIN = 16 .0 * BEAT;
12+ const float SECTION_NEURO = 144 .0 * BEAT;
13+ const float SECTION_WHOA = 272 .0 * BEAT;
14+ const float SECTION_PORTER_FUCKING_ROBINSON = 336 .0 * BEAT;
15+ const float SECTION_AAAA = 400 .0 * BEAT;
16+ const float SECTION_PSY = 464 .0 * BEAT;
1717
1818#define saturate(i) clamp (i, 0 .,1 .)
1919#define aSaturate(i) clamp ((i),- 1 .,1 .)
@@ -260,16 +260,15 @@ vec2 mainAudio( vec4 time ) {
260260 );
261261
262262 int progB = ( time.w < SECTION_AAAA - 8.0 * BEAT )
263- ? 6 * ( int ( time.w / ( 8.0 * BEAT ) ) % 8 )
263+ ? 6 * ( int ( time.z / ( 8.0 * BEAT ) ) % 8 )
264264 : 36 ;
265265
266266 float bassfreq = n2f( 0.0 );
267267
268268 float sidechain = 1.0 ;
269269
270270 // -- kick ---------------------------------------------------------------------------------------
271- if ( inRange( time.w, 64.0 * BEAT, SECTION_NEURO - 16.0 * BEAT ) ) {
272- float ph = linearstep( 64.0 * BEAT, SECTION_PORTER_FUCKING_ROBINSON, time.w );
271+ if ( inRange( time.w, SECTION_BEGIN + 64.0 * BEAT, SECTION_NEURO - 16.0 * BEAT ) ) {
273272 float t = mod ( mod ( time.z - 1.5 * BEAT, 4.0 * BEAT ), 2.5 * BEAT );
274273 sidechain = smoothstep ( 0.0 , 0.7 * BEAT, t );
275274 dest += 0.25 * kick( t, 0.2 );
@@ -280,22 +279,22 @@ vec2 mainAudio( vec4 time ) {
280279 }
281280
282281 // -- click --------------------------------------------------------------------------------------
283- if ( inRange( time.w, 64.0 * BEAT, SECTION_NEURO - 16.0 * BEAT ) ) {
282+ if ( inRange( time.w, SECTION_BEGIN + 64.0 * BEAT, SECTION_NEURO - 16.0 * BEAT ) ) {
284283 float t = mod ( time.x, 0.25 * BEAT );
285284 vec2 w = fbm( vec2 ( time.w ) ) * 2.0 - 1.0 ;
286285 dest += 0.3 * exp ( - 500.0 * t ) * mix ( 0.3 , 1.0 , sidechain ) * w;
287286 }
288287
289288 // -- hihat --------------------------------------------------------------------------------------
290289 if (
291- inRange( time.w, 64.0 * BEAT, SECTION_NEURO )
290+ inRange( time.w, SECTION_BEGIN + 64.0 * BEAT, SECTION_NEURO )
292291 ) {
293292 float t = mod ( time.x, 0.5 * BEAT );
294293 dest += 0.03 * mix ( 0.3 , 1.0 , sidechain ) * hihat2( 2.0 * t, 50.0 );
295294 }
296295
297296 // -- longclap -----------------------------------------------------------------------------------
298- if ( inRange( time.w, 67.0 * BEAT, SECTION_NEURO - 17.0 * BEAT ) ) {
297+ if ( inRange( time.w, SECTION_BEGIN + 67.0 * BEAT, SECTION_NEURO - 17.0 * BEAT ) ) {
299298 float t = mod ( time.y - 3.0 * BEAT, 4.0 * BEAT );
300299 // float t = mod( time.z - 2.0 * BEAT, 4.0 * BEAT );
301300 dest += 0.1 * longclap( t, time.w );
@@ -306,10 +305,10 @@ vec2 mainAudio( vec4 time ) {
306305 }
307306
308307 // -- pad ----------------------------------------------------------------------------------------
309- if ( inRange( time.w, 0.0 , SECTION_NEURO ) ) {
308+ if ( inRange( time.w, SECTION_BEGIN , SECTION_NEURO ) ) {
310309 vec2 sum = vec2 ( 0.0 );
311310
312- float ph = lofi( time.w, 0.5 * BEAT ) / SECTION_NEURO;
311+ float ph = lofi( time.w - SECTION_BEGIN , 0.5 * BEAT ) / SECTION_NEURO;
313312 float tb = lofi( time.z, 0.5 * BEAT );
314313 float t = time.z - tb;
315314 float rev = 0.02 * exp ( - 8.0 * t );
@@ -323,10 +322,10 @@ vec2 mainAudio( vec4 time ) {
323322 sum += 0.1 * inRangeSmooth( t, 0.0 , 0.48 * BEAT, 1E3 ) * wavetable( phase, radius, vec2 ( 0.3 * float ( i ) ) );
324323 }
325324
326- if ( inRange( time.w, 64.0 * BEAT, SECTION_NEURO ) ) {
325+ if ( inRange( time.w, SECTION_BEGIN + 64.0 * BEAT, SECTION_NEURO ) ) {
327326 for ( int i = 0 ; i < 7 ; i ++ ) {
328327 float rate = n2r( float ( chordsA[ i ] ) ) * 0.5 ;
329- sum += 0.1 * choir( ( time.w - 64.0 * BEAT ) * rate * 0.5 );
328+ sum += 0.1 * choir( time.z * rate * 0.5 );
330329 }
331330 }
332331
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