Added circle module, demonstration, changed default configuration values

This commit is contained in:
Jarcode
2018-02-04 20:03:22 -08:00
parent b6a54a9c0a
commit 6c401cbe93
11 changed files with 197 additions and 27 deletions

83
shaders/circle/1.frag Normal file
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layout(pixel_center_integer) in vec4 gl_FragCoord;
#request uniform "screen" screen
uniform ivec2 screen;
#request uniform "audio_sz" audio_sz
uniform int audio_sz;
#include ":util/smooth.glsl"
#include ":circle.glsl"
#request uniform "audio_l" audio_l
#request transform audio_l "window"
#request transform audio_l "fft"
#request transform audio_l "gravity"
#request transform audio_l "avg"
uniform sampler1D audio_l;
#request uniform "audio_r" audio_r
#request transform audio_r "window"
#request transform audio_r "fft"
#request transform audio_r "gravity"
#request transform audio_r "avg"
uniform sampler1D audio_r;
out vec4 fragment;
#define TWOPI 6.28318530718
#define PI 3.14159265359
/* This shader is based on radial.glsl, refer to it for more commentary */
float apply_smooth(float theta) {
float idx = theta + ROTATE;
float dir = mod(abs(idx), TWOPI);
if (dir > PI)
idx = -sign(idx) * (TWOPI - dir);
if (INVERT > 0)
idx = -idx;
float pos = abs(idx) / (PI + 0.001F);
#define smooth_f(tex) smooth_audio(tex, audio_sz, pos)
float v;
if (idx > 0) v = smooth_f(audio_l);
else v = smooth_f(audio_r);
v *= AMPLIFY;
#undef smooth_f
return v;
}
void main() {
float
dx = gl_FragCoord.x - (screen.x / 2),
dy = gl_FragCoord.y - (screen.y / 2);
float theta = atan(dy, dx);
float d = sqrt((dx * dx) + (dy * dy));
float adv = (1.0F / d) * (C_LINE * 0.5);
float
adj0 = theta + adv,
adj1 = theta - adv;
d -= C_RADIUS;
if (d >= -(float(C_LINE) / 2.0F)) {
float v = apply_smooth(theta);
adj0 = apply_smooth(adj0) - v;
adj1 = apply_smooth(adj1) - v;
float
dmax = max(adj0, adj1),
dmin = min(adj0, adj1);
d -= v;
#if C_FILL > 0
#define BOUNDS (d < (float(C_LINE) / 2.0F))
#else
#define BOUNDS (d > -(float(C_LINE) / 2.0F) && d < (float(C_LINE) / 2.0F)) || (d <= dmax && d >= dmin)
#endif
if (BOUNDS) {
fragment = OUTLINE;
}
}
}

30
shaders/circle/2.frag Normal file
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in vec4 gl_FragCoord;
#request uniform "prev" tex
uniform sampler2D tex; /* screen texture */
out vec4 fragment; /* output */
#include ":circle.glsl"
void main() {
fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
#if C_SMOOTH > 0
vec4
a0 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0),
a1 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 1)), 0),
a2 = texelFetch(tex, ivec2((gl_FragCoord.x + 0), (gl_FragCoord.y + 1)), 0),
a3 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0),
a4 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0),
a5 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 1)), 0),
a6 = texelFetch(tex, ivec2((gl_FragCoord.x - 0), (gl_FragCoord.y - 1)), 0),
a7 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0);
vec4 avg = (a0 + a1 + a2 + a3 + a4 + a5 + a6 + a7) / 8.0;
if (fragment.a == 0) {
fragment = avg;
}
#endif
}