From 3473c1562aa340fa53769f9563be8d33e378c629 Mon Sep 17 00:00:00 2001 From: Jarcode Date: Mon, 4 Dec 2017 12:25:26 -0800 Subject: [PATCH] Updated shader configs --- render.h | 2 +- shaders/graph.glsl | 10 ++++++++++ shaders/graph/1.frag | 16 ++-------------- shaders/radial.glsl | 10 ++++++++++ shaders/radial/1.frag | 13 +------------ 5 files changed, 24 insertions(+), 27 deletions(-) diff --git a/render.h b/render.h index 2663ba5..1bdf36c 100644 --- a/render.h +++ b/render.h @@ -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*); diff --git a/shaders/graph.glsl b/shaders/graph.glsl index 3fdab81..d7a5434 100644 --- a/shaders/graph.glsl +++ b/shaders/graph.glsl @@ -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 diff --git a/shaders/graph/1.frag b/shaders/graph/1.frag index a19f21a..6c289a3 100644 --- a/shaders/graph/1.frag +++ b/shaders/graph/1.frag @@ -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 */ diff --git a/shaders/radial.glsl b/shaders/radial.glsl index e701b0b..df3372b 100644 --- a/shaders/radial.glsl +++ b/shaders/radial.glsl @@ -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 diff --git a/shaders/radial/1.frag b/shaders/radial/1.frag index b5cd6b1..3087d26 100644 --- a/shaders/radial/1.frag +++ b/shaders/radial/1.frag @@ -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