Difference between revisions of "Tools.php"
From SoundDB
| 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"
}