Use proper channel count bultin

This commit is contained in:
Jarcode
2019-08-27 00:21:26 -07:00
parent 7fcf288a5b
commit 14029d784c

View File

@@ -30,7 +30,7 @@ out vec4 fragment;
#define PI 3.14159265359
#if DISABLE_MONO == 1
#define CHANNELS 2
#define _CHANNELS 2
#endif
void main() {
@@ -47,7 +47,7 @@ void main() {
#define AREA_Y gl_FragCoord.x
#endif
#if CHANNELS == 2
#if _CHANNELS == 2
float dx = (AREA_X - (AREA_WIDTH / 2));
#else
#if INVERT == 1
@@ -70,7 +70,7 @@ void main() {
if (md < ceil(float(BAR_WIDTH) / 2) && md >= -floor(float(BAR_WIDTH) / 2)) { /* if not in gap */
s = dx / section;
p = (sign(s) == 1.0 ? ceil(s) : floor(s));
#if CHANNELS == 2
#if _CHANNELS == 2
p /= float(nbars / 2);
#else
p /= float(nbars);
@@ -89,7 +89,7 @@ void main() {
#if DIRECTION == 1
p = 1.0F - p;
#endif
#if CHANNELS == 1
#if _CHANNELS == 1
v = smooth_f(audio_l, p);
#elif INVERT > 0
v = smooth_f(audio_l, p);
@@ -101,7 +101,7 @@ void main() {
#if DIRECTION == 1
p = 1.0F - p;
#endif
#if CHANNELS == 1
#if _CHANNELS == 1
v = smooth_f(audio_l, p);
#elif INVERT > 0
v = smooth_f(audio_r, p);