fixed crashing issue & avg transform, added gravity transform
This commit is contained in:
@@ -10,73 +10,92 @@ uniform int audio_sz;
|
||||
#request setavgframes 4
|
||||
#request setavgwindow true
|
||||
// #request interpolate true
|
||||
#request setgravitystep 0.06
|
||||
|
||||
#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;
|
||||
|
||||
#include "settings.glsl"
|
||||
// #include "settings.glsl"
|
||||
|
||||
#define CUT 0.5
|
||||
#define SAMPLE_RANGE 0.2
|
||||
#define SAMPLE_AMT 22
|
||||
|
||||
#define WSCALE 11
|
||||
#define VSCALE 6000
|
||||
#define VSCALE 300
|
||||
|
||||
#define DIRECTION 1
|
||||
#define DIRECTION -1
|
||||
|
||||
#define RCOL_OFF (gl_FragCoord.x / 3000)
|
||||
#define LCOL_OFF ((screen.x - gl_FragCoord.x) / 3000)
|
||||
#define COLOR vec4(vec3(0.3 + RCOL_OFF, 0.3, 0.3 + LCOL_OFF) + (gl_FragCoord.y / 170), 1)
|
||||
#define LSTEP (gl_FragCoord.y / 170)
|
||||
#define COLOR vec4((0.3 + RCOL_OFF) + LSTEP, 0.6 - LSTEP, (0.3 + LCOL_OFF) + LSTEP, 1)
|
||||
|
||||
/* distance from center */
|
||||
#define CDIST (abs((screen.x / 2) - gl_FragCoord.x) / screen.x)
|
||||
/* distance from sides (far) */
|
||||
#define FDIST (min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x)
|
||||
|
||||
#if DIRECTION < 0
|
||||
#define LEFT_IDX (gl_FragCoord.x)
|
||||
#define RIGHT_IDX (-gl_FragCoord.x + screen.x)
|
||||
/* distance from base frequencies */
|
||||
#define BDIST CDIST
|
||||
/* distance from high frequencies */
|
||||
#define HDIST FDIST
|
||||
#else
|
||||
#define LEFT_IDX (half_w - gl_FragCoord.x)
|
||||
#define RIGHT_IDX (gl_FragCoord.x - half_w)
|
||||
#define BDIST FDIST
|
||||
#define HDIST CDIST
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
float half_w = (screen.x / 2);
|
||||
if (gl_FragCoord.x < half_w) {
|
||||
float s = 0, r;
|
||||
int t;
|
||||
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
|
||||
s += (texture(audio_l, log((LEFT_IDX + (t * SAMPLE_RANGE)) / (half_w)) / WSCALE).r);
|
||||
}
|
||||
s /= float(SAMPLE_AMT * 2) + 1;
|
||||
s *= VSCALE;
|
||||
|
||||
if (gl_FragCoord.y + 1.5 <= s) {
|
||||
fragment = COLOR;
|
||||
} else {
|
||||
fragment = vec4(0, 0, 0, 0);
|
||||
}
|
||||
float half_w;
|
||||
|
||||
void render_side(sampler1D tex, float idx) {
|
||||
float s = 0;
|
||||
int t;
|
||||
/* perform samples */
|
||||
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
|
||||
s += (texture(tex, log((idx + (t * SAMPLE_RANGE)) / half_w) / WSCALE).r);
|
||||
}
|
||||
/* compute average on samples */
|
||||
s /= float(SAMPLE_AMT * 2) + 1;
|
||||
/* scale the data upwards so we can see it */
|
||||
s *= VSCALE;
|
||||
/* clamp far ends of the screen down to make the ends of the graph smoother */
|
||||
s *= clamp((abs((screen.x / 2) - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
|
||||
s *= clamp((min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
|
||||
|
||||
/* amplify higher frequencies */
|
||||
s *= 1 + BDIST;
|
||||
|
||||
/* and finally set fragment color if we are in range */
|
||||
if (gl_FragCoord.y + 1.5 <= s) {
|
||||
fragment = COLOR;
|
||||
} else {
|
||||
float s = 0, r;
|
||||
int t;
|
||||
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
|
||||
s += (texture(audio_r, log((RIGHT_IDX + (t * SAMPLE_RANGE)) / (half_w)) / WSCALE).r);
|
||||
}
|
||||
s /= float(SAMPLE_AMT * 2) + 1;
|
||||
s *= VSCALE;
|
||||
|
||||
if (gl_FragCoord.y + 1.5 <= s) {
|
||||
fragment = COLOR;
|
||||
} else {
|
||||
fragment = vec4(0, 0, 0, 0);
|
||||
}
|
||||
fragment = vec4(0, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
half_w = (screen.x / 2);
|
||||
if (gl_FragCoord.x < half_w) {
|
||||
render_side(audio_l, LEFT_IDX);
|
||||
} else {
|
||||
render_side(audio_r, RIGHT_IDX);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user