fuck intel
This commit is contained in:
@@ -34,25 +34,25 @@ void main() {
|
|||||||
dy = gl_FragCoord.y - (screen.y / 2);
|
dy = gl_FragCoord.y - (screen.y / 2);
|
||||||
float theta = atan(dy, dx); /* fragment angle with the center of the screen as the origin */
|
float theta = atan(dy, dx); /* fragment angle with the center of the screen as the origin */
|
||||||
float d = sqrt((dx * dx) + (dy * dy)); /* distance */
|
float d = sqrt((dx * dx) + (dy * dy)); /* distance */
|
||||||
if (d > C_RADIUS - (float(C_LINE) / 2F) && d < C_RADIUS + (float(C_LINE) / 2F)) {
|
if (d > C_RADIUS - (float(C_LINE) / 2.0F) && d < C_RADIUS + (float(C_LINE) / 2.0F)) {
|
||||||
fragment = OUTLINE;
|
fragment = OUTLINE;
|
||||||
return;
|
return;
|
||||||
} else if (d > C_RADIUS) {
|
} else if (d > C_RADIUS) {
|
||||||
const float section = (TWOPI / NBARS); /* range (radians) for each bar */
|
const float section = (TWOPI / NBARS); /* range (radians) for each bar */
|
||||||
const float center = ((TWOPI / NBARS) / 2F); /* center line angle */
|
const float center = ((TWOPI / NBARS) / 2.0F); /* center line angle */
|
||||||
float m = mod(theta, section); /* position in section (radians) */
|
float m = mod(theta, section); /* position in section (radians) */
|
||||||
float ym = d * sin(center - m); /* distance from center line (cartesian coords) */
|
float ym = d * sin(center - m); /* distance from center line (cartesian coords) */
|
||||||
if (abs(ym) < BAR_WIDTH / 2) { /* if within width, draw audio */
|
if (abs(ym) < BAR_WIDTH / 2) { /* if within width, draw audio */
|
||||||
float idx = theta + ROTATE; /* position (radians) in texture */
|
float idx = theta + ROTATE; /* position (radians) in texture */
|
||||||
float dir = mod(abs(idx), TWOPI); /* absolute position, [0, 2pi) */
|
float dir = mod(abs(idx), TWOPI); /* absolute position, [0, 2pi) */
|
||||||
if (dir > PI)
|
if (dir > PI)
|
||||||
idx = -sign(idx) * (TWOPI - dir); /* Re-correct position values to [-pi, pi) */
|
idx = -sign(idx) * (TWOPI - dir); /* Re-correct position values to [-pi, pi) */
|
||||||
if (INVERT > 0)
|
if (INVERT > 0)
|
||||||
idx = -idx; /* Invert if needed */
|
idx = -idx; /* Invert if needed */
|
||||||
float pos = int(abs(idx) / section) / float(NBARS / 2);
|
float pos = int(abs(idx) / section) / float(NBARS / 2);
|
||||||
float v = smooth_audio(idx > 0 ? audio_l : audio_r, audio_sz, pos, SMOOTH) * AMPLIFY * (1 + pos);
|
float v = smooth_audio(idx > 0 ? audio_l : audio_r, audio_sz, pos, SMOOTH) * AMPLIFY * (1 + pos);
|
||||||
|
|
||||||
d -= C_RADIUS + (float(C_LINE) / 2F); /* offset to fragment distance from inner circle */
|
d -= C_RADIUS + (float(C_LINE) / 2.0F); /* offset to fragment distance from inner circle */
|
||||||
if (d <= v - BAR_OUTLINE_WIDTH) {
|
if (d <= v - BAR_OUTLINE_WIDTH) {
|
||||||
#if BAR_OUTLINE_WIDTH > 0
|
#if BAR_OUTLINE_WIDTH > 0
|
||||||
if (abs(ym) < (BAR_WIDTH / 2) - BAR_OUTLINE_WIDTH)
|
if (abs(ym) < (BAR_WIDTH / 2) - BAR_OUTLINE_WIDTH)
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ out vec4 fragment;
|
|||||||
|
|
||||||
#include "../wave.glsl"
|
#include "../wave.glsl"
|
||||||
|
|
||||||
#define index(offset) ((texture(audio_l, (gl_FragCoord.x + offset) / screen.x).r - 0.5) * AMPLIFY) + 0.5f
|
#define index(offset) ((texture(audio_l, (gl_FragCoord.x + offset) / screen.x).r - 0.5) * AMPLIFY) + 0.5F
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float
|
float
|
||||||
@@ -27,11 +27,11 @@ void main() {
|
|||||||
dmax = max(s0, s1),
|
dmax = max(s0, s1),
|
||||||
dmin = min(s0, s1);
|
dmin = min(s0, s1);
|
||||||
|
|
||||||
float s = (os + (screen.y * 0.5f) - 0.5f); /* center to screen coords */
|
float s = (os + (screen.y * 0.5F) - 0.5F); /* center to screen coords */
|
||||||
float diff = gl_FragCoord.y - s;
|
float diff = gl_FragCoord.y - s;
|
||||||
if (abs(diff) < clamp(abs(s - (screen.y * 0.5)) * 6, MIN_THICKNESS, MAX_THICKNESS)
|
if (abs(diff) < clamp(abs(s - (screen.y * 0.5)) * 6, MIN_THICKNESS, MAX_THICKNESS)
|
||||||
|| (diff <= dmax && diff >= dmin)) {
|
|| (diff <= dmax && diff >= dmin)) {
|
||||||
fragment = BASE_COLOR + (abs((screen.y * 0.5f) - s) * 0.02);
|
fragment = BASE_COLOR + (abs((screen.y * 0.5F) - s) * 0.02);
|
||||||
} else {
|
} else {
|
||||||
fragment = vec4(0, 0, 0, 0);
|
fragment = vec4(0, 0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user