Updated shader configs

This commit is contained in:
Jarcode
2017-12-04 12:25:26 -08:00
parent d32b524871
commit 3473c1562a
5 changed files with 24 additions and 27 deletions

View File

@@ -8,7 +8,7 @@ typedef struct renderer {
struct gl_data* gl;
} renderer;
struct renderer* rd_new(const char** paths, const char* entry);
struct renderer* rd_new(const char** paths, const char* entry, const char* force_mod);
void rd_update(struct renderer*, float* lb, float* rb, size_t bsz, bool modified);
void rd_destroy(struct renderer*);
void rd_time(struct renderer*);

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@@ -20,3 +20,13 @@
#define COLOR vec4((0.3 + RCOL_OFF) + LSTEP, 0.6 - LSTEP, (0.3 + LCOL_OFF) + LSTEP, 1)
/* outline color */
#define OUTLINE vec4(0.15, 0.15, 0.15, 1)
/* How many frames to queue and run through the average function */
#request setavgframes 6
/* Whether to window frames ran through the average function (new & old frames
are weighted less). This massively helps smoothing out spikes in the animation */
#request setavgwindow true
/* Gravity step, higher values means faster drops. The step is applied in a rate
independant method like so:
val -= (gravitystep) * (seconds per update) */
#request setgravitystep 5.2

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@@ -7,19 +7,6 @@ uniform ivec2 screen; /* screen dimensions */
#request uniform "audio_sz" audio_sz
uniform int audio_sz;
/* How many frames to queue and run through the average function */
#request setavgframes 6
/* Whether to window frames ran through the average function (new & old frames
are weighted less). This massively helps smoothing out spikes in the animation */
#request setavgwindow true
/* Gravity step, higher values means faster drops. The step is applied in a rate
independant method like so:
val -= (gravitystep) * (seconds per update) */
#request setgravitystep 5.2
/* When we transform our audio, we need to go through the following steps:
transform -> "window"
@@ -52,6 +39,8 @@ uniform int audio_sz;
with 'setavgwindow'.
*/
#include "../graph.glsl"
#request uniform "audio_l" audio_l
#request transform audio_l "window"
#request transform audio_l "fft"
@@ -68,7 +57,6 @@ uniform sampler1D audio_r;
out vec4 fragment;
#include "../graph.glsl"
#include "../util/smooth.glsl"
/* distance from center */

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@@ -23,3 +23,13 @@
#define INVERT 0
/* Smoothing factor, in normalized width */
#define SMOOTH 0.025
/* How many frames to queue and run through the average function */
#request setavgframes 6
/* Whether to window frames ran through the average function (new & old frames
are weighted less). This massively helps smoothing out spikes in the animation */
#request setavgwindow true
/* Gravity step, higher values means faster drops. The step is applied in a rate
independant method like so:
val -= (gravitystep) * (seconds per update) */
#request setgravitystep 5.2

View File

@@ -6,19 +6,11 @@ uniform ivec2 screen;
#request uniform "audio_sz" audio_sz
uniform int audio_sz;
#request setavgframes 6
#request setavgwindow true
#request setgravitystep 5.2
#request setsmooth 0.0025
#request setsmoothratio 1
#include "../radial.glsl"
#request uniform "audio_l" audio_l
#request transform audio_l "window"
#request transform audio_l "fft"
// #request transform audio_l "smooth"
#request transform audio_l "gravity"
#request transform audio_l "avg"
uniform sampler1D audio_l;
@@ -26,14 +18,11 @@ uniform sampler1D audio_l;
#request uniform "audio_r" audio_r
#request transform audio_r "window"
#request transform audio_r "fft"
// #request transform audio_r "smooth"
#request transform audio_r "gravity"
#request transform audio_r "avg"
uniform sampler1D audio_r;
out vec4 fragment;
#include "../radial.glsl"
#include "../util/smooth.glsl"
#define TWOPI 6.28318530718