Difference between revisions of "Tools.php"
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					| Line 19: | Line 19: | ||
| ?> | ?> | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | <syntaxhighlight> | ||
| + |   Shader "Example/ScreenPos" { | ||
| + |     Properties { | ||
| + |       _MainTex ("Texture", 2D) = "white" {} | ||
| + |       _Detail ("Detail", 2D) = "gray" {} | ||
| + |       _Range ("Range", Range (0.00,1.00)) = 0.07 | ||
| + |     } | ||
| + |     SubShader { | ||
| + |       Tags { "RenderType" = "Opaque" } | ||
| + |       CGPROGRAM | ||
| + |       #pragma surface surf Lambert | ||
| + |       struct Input { | ||
| + |           float2 uv_MainTex; | ||
| + |           float4 screenPos; | ||
| + |       }; | ||
| + | |||
| + |       sampler2D _MainTex; | ||
| + |       sampler2D _Detail; | ||
| + |       float _Range; | ||
| + | |||
| + | |||
| + |       void surf (Input IN, inout SurfaceOutput o) | ||
| + |       { | ||
| + |           o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; | ||
| + |           float2 screenUV = IN.screenPos.xy / IN.screenPos.w; | ||
| + |           screenUV.x += _Range; | ||
| + | //          screenUV *= float2(8,6); | ||
| + |           o.Albedo *= tex2D (_Detail, screenUV).rgb * 2; | ||
| + |       } | ||
| + |       ENDCG | ||
| + |     }  | ||
| + |     Fallback "Diffuse" | ||
| + |   } | ||
| </syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 09:33, 31 December 2012
<?php
function wavToCaf($input) {
	$output = str_replace(".wav", ".caf", $input);
	$cmd = "afconvert -f caff -d ima4@22050 -c 1 " . $input . " " . $output;
	echo "Processing: ". $cmd . "\n";
	exec($cmd);
}
$filelist = scandir(getcwd());
foreach ($filelist as $key => $filename) {
	if (strpos($filename, ".wav") !== false) {
	    wavToCaf($filename);
	}
}
?>  Shader "Example/ScreenPos" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _Detail ("Detail", 2D) = "gray" {}
      _Range ("Range", Range (0.00,1.00)) = 0.07
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf Lambert
      struct Input {
          float2 uv_MainTex;
          float4 screenPos;
      };
      
      sampler2D _MainTex;
      sampler2D _Detail;
      float _Range;
      
      
      void surf (Input IN, inout SurfaceOutput o)
      {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
          float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
          screenUV.x += _Range;
//          screenUV *= float2(8,6);
          o.Albedo *= tex2D (_Detail, screenUV).rgb * 2;
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }