new smoothing formula, radial module, utility module

This commit is contained in:
Jarcode
2017-12-03 19:40:23 -08:00
parent 058d34ae52
commit b8d84e78b4
7 changed files with 206 additions and 69 deletions

View File

@@ -69,6 +69,7 @@ uniform sampler1D audio_r;
out vec4 fragment;
#include "../graph.glsl"
#include "../util/smooth.glsl"
/* distance from center */
#define CDIST (abs((screen.x / 2) - gl_FragCoord.x) / screen.x)
@@ -79,36 +80,23 @@ out vec4 fragment;
#define LEFT_IDX (gl_FragCoord.x)
#define RIGHT_IDX (-gl_FragCoord.x + screen.x)
/* distance from base frequencies */
#define BDIST CDIST
#define BDIST FDIST
/* distance from high frequencies */
#define HDIST FDIST
#define HDIST CDIST
#else
#define LEFT_IDX (half_w - gl_FragCoord.x)
#define RIGHT_IDX (gl_FragCoord.x - half_w)
#define BDIST FDIST
#define HDIST CDIST
#define BDIST CDIST
#define HDIST FDIST
#endif
#define TWOPI 6.28318530718
#define window(t, sz) (0.53836 - (0.46164 * cos(TWOPI * t / (sz - 1))))
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) {
#if WINDOW_SAMPLES != 0
#define WFACTOR window(t + SAMPLE_AMT, float((SAMPLE_AMT * 2) + 1))
#else
#define WFACTOR int(1)
#endif
s += (texture(tex, log((idx + (t * SAMPLE_RANGE)) / half_w) / WSCALE).r) * WFACTOR;
#undef WFACTOR
}
/* compute average on samples */
s /= float(SAMPLE_AMT * 2) + 1;
void render_side(in sampler1D tex, float idx) {
highp float pixel = 1.0F / float(screen.x);
float s = smooth_audio_adj(tex, audio_sz, idx / half_w, SMOOTH, pixel);
/* 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 */