Added smooth pass option, improved texture lookup performance, fixes #10 (and fixed issues with config copying)

This commit is contained in:
Jarcode
2018-02-03 11:08:28 -08:00
parent dbcecc9def
commit 522d022b70
11 changed files with 240 additions and 99 deletions

View File

@@ -29,28 +29,34 @@ float iscale_audio(float idx) {
return -log((SAMPLE_RANGE) * idx) / (SAMPLE_SCALE);
}
float smooth_audio(in sampler1D tex, int tex_sz, highp float idx, float r) {
/* Note: the SMOOTH_FACTOR macro is defined by GLava itself, from `#request setsmoothfactor`*/
float smooth_audio(in sampler1D tex, int tex_sz, highp float idx) {
#if PRE_SMOOTHED_AUDIO < 1
float
smin = scale_audio(clamp(idx - r, 0, 1)) * tex_sz,
smax = scale_audio(clamp(idx + r, 0, 1)) * tex_sz,
smin = scale_audio(clamp(idx - SMOOTH_FACTOR, 0, 1)) * tex_sz,
smax = scale_audio(clamp(idx + SMOOTH_FACTOR, 0, 1)) * tex_sz,
avg = 0, s, weight = 0;
float m = ((smax - smin) / 2.0F);
float rm = smin + m; /* middle */
for (s = smin; s <= smax; s += 1.0F) {
float w = ROUND_FORMULA(clamp((m - abs(rm - s)) / m, 0, 1));
weight += w;
avg += texture(tex, float(s) / float(tex_sz)).r * w;
avg += texelFetch(tex, int(round(s)), 0).r * w;
}
avg /= weight;
return avg;
#else
return texelFetch(tex, int(round(idx * tex_sz)), 0).r;
#endif
}
/* Applies the audio smooth sampling function three times to the adjacent values */
float smooth_audio_adj(in sampler1D tex, int tex_sz, highp float idx, float r, highp float pixel) {
float smooth_audio_adj(in sampler1D tex, int tex_sz, highp float idx, highp float pixel) {
float
al = smooth_audio(tex, tex_sz, max(idx - pixel, 0.0F), r),
am = smooth_audio(tex, tex_sz, idx, r),
ar = smooth_audio(tex, tex_sz, min(idx + pixel, 1.0F), r);
al = smooth_audio(tex, tex_sz, max(idx - pixel, 0.0F)),
am = smooth_audio(tex, tex_sz, idx),
ar = smooth_audio(tex, tex_sz, min(idx + pixel, 1.0F));
return (al + am + ar) / 3.0F;
}