added the rest of the bars module files
This commit is contained in:
32
shaders/bars.glsl
Normal file
32
shaders/bars.glsl
Normal file
@@ -0,0 +1,32 @@
|
||||
|
||||
/* center line thickness (pixels) */
|
||||
#define C_LINE 1
|
||||
|
||||
/* width (in pixels) of each bar */
|
||||
#define BAR_WIDTH 4
|
||||
/* width (in pixels) of each bar gap */
|
||||
#define BAR_GAP 2
|
||||
/* outline color */
|
||||
#define BAR_OUTLINE vec4(0.15, 0.15, 0.15, 1)
|
||||
/* outline width (in pixels, set to 0 to disable outline drawing) */
|
||||
#define BAR_OUTLINE_WIDTH 0
|
||||
/* Amplify magnitude of the results each bar displays */
|
||||
#define AMPLIFY 300
|
||||
/* Bar color */
|
||||
#define COLOR (vec4(0.2, 0.4, 0.7, 1) * ((d / 60) + 1))
|
||||
/* Direction that the bars are facing, 0 for inward, 1 for outward */
|
||||
#define DIRECTION 0
|
||||
/* Whether to switch left/right audio buffers */
|
||||
#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 4.2
|
||||
95
shaders/bars/1.frag
Normal file
95
shaders/bars/1.frag
Normal file
@@ -0,0 +1,95 @@
|
||||
in vec4 gl_FragCoord;
|
||||
|
||||
#request uniform "screen" screen
|
||||
uniform ivec2 screen;
|
||||
|
||||
#request uniform "audio_sz" audio_sz
|
||||
uniform int audio_sz;
|
||||
|
||||
#include ":bars.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;
|
||||
#include ":util/smooth.glsl"
|
||||
|
||||
#define TWOPI 6.28318530718
|
||||
#define PI 3.14159265359
|
||||
|
||||
void main() {
|
||||
float /* (x, magnitude) of fragment */
|
||||
dx = (gl_FragCoord.x - (screen.x / 2)),
|
||||
d = gl_FragCoord.y;
|
||||
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 */
|
||||
float m = abs(mod(dx, section)); /* position in section */
|
||||
float md = m - center; /* position in section from center line */
|
||||
if (md < ceil(float(BAR_WIDTH) / 2) && md >= -floor(float(BAR_WIDTH) / 2)) { /* if not in gap */
|
||||
float p = int(dx / section) / float(nbars / 2); /* position, (-1.0F, 1.0F)) */
|
||||
p += sign(p) * ((0.5F + center) / screen.x); /* index center of bar position */
|
||||
/* Apply smooth function and index texture */
|
||||
#define smooth_f(tex, p) smooth_audio(tex, audio_sz, p, SMOOTH)
|
||||
float v;
|
||||
/* ignore out of bounds values */
|
||||
if (p > 1.0F || p < -1.0F) {
|
||||
fragment = vec4(0, 0, 0, 0);
|
||||
return;
|
||||
}
|
||||
/* handle user options and store result of indexing in 'v' */
|
||||
if (p >= 0.0F) {
|
||||
#if DIRECTION == 1
|
||||
p = 1.0F - p;
|
||||
#endif
|
||||
#if INVERT > 0
|
||||
v = smooth_f(audio_l, p);
|
||||
#else
|
||||
v = smooth_f(audio_r, p);
|
||||
#endif
|
||||
} else {
|
||||
p = abs(p);
|
||||
#if DIRECTION == 1
|
||||
p = 1.0F - p;
|
||||
#endif
|
||||
#if INVERT > 0
|
||||
v = smooth_f(audio_r, p);
|
||||
#else
|
||||
v = smooth_f(audio_l, p);
|
||||
#endif
|
||||
}
|
||||
#undef smooth_f
|
||||
|
||||
v *= AMPLIFY * (1 + p); /* amplify result */
|
||||
if (d < v - BAR_OUTLINE_WIDTH) { /* if within range of the reported frequency, draw */
|
||||
#if BAR_OUTLINE_WIDTH > 0
|
||||
if (md < (BAR_WIDTH / 2) - BAR_OUTLINE_WIDTH)
|
||||
fragment = COLOR;
|
||||
else
|
||||
fragment = BAR_OUTLINE;
|
||||
#else
|
||||
fragment = COLOR;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
#if BAR_OUTLINE_WIDTH > 0
|
||||
if (d <= v) {
|
||||
fragment = BAR_OUTLINE;
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
fragment = vec4(0, 0, 0, 0); /* default frag color */
|
||||
}
|
||||
Reference in New Issue
Block a user