From 8102f99683466f3d13455db6731c223cbc7f18a2 Mon Sep 17 00:00:00 2001 From: Jarcode Date: Wed, 3 Oct 2018 17:21:53 -0700 Subject: [PATCH] Added option to vertically flip bars output, see #64 --- shaders/bars.glsl | 2 ++ shaders/bars/1.frag | 9 ++++++--- 2 files changed, 8 insertions(+), 3 deletions(-) diff --git a/shaders/bars.glsl b/shaders/bars.glsl index 737b48e..c85a155 100644 --- a/shaders/bars.glsl +++ b/shaders/bars.glsl @@ -24,4 +24,6 @@ #define DIRECTION 0 /* Whether to switch left/right audio buffers */ #define INVERT 0 +/* Whether to flip the output vertically */ +#define FLIP 0 diff --git a/shaders/bars/1.frag b/shaders/bars/1.frag index 6ca28b7..7426ea3 100644 --- a/shaders/bars/1.frag +++ b/shaders/bars/1.frag @@ -29,9 +29,12 @@ out vec4 fragment; #define PI 3.14159265359 void main() { - float /* (x, magnitude) of fragment */ - dx = (gl_FragCoord.x - (screen.x / 2)), - d = gl_FragCoord.y; + float dx = (gl_FragCoord.x - (screen.x / 2)); + #if FLIP == 0 + float d = gl_FragCoord.y; + #else + float d = screen.y - gl_FragCoord.y; + #endif float nbars = floor((screen.x * 0.5F) / float(BAR_WIDTH + BAR_GAP)) * 2; float section = BAR_WIDTH + BAR_GAP; /* size of section for each bar (including gap) */ float center = section / 2.0F; /* half section, distance to center */