new smoothing formula, radial module, utility module
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64
shaders/util/smooth.glsl
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64
shaders/util/smooth.glsl
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#ifndef _SMOOTH_GLSL /* include gaurd */
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#define _SMOOTH_GLSL
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#ifndef TWOPI
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#define TWOPI 6.28318530718
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#endif
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#ifndef PI
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#define PI 3.14159265359
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#endif
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#include "../smooth_parameters.glsl"
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/* window value t that resides in range [0, sz)*/
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#define window(t, sz) (0.53836 - (0.46164 * cos(TWOPI * t / (sz - 1))))
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/* this does nothing, but we keep it as an option for config */
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#define linear(x) (x)
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/* take value x that scales linearly between [0, 1) and return its sinusoidal curve */
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#define sinusoidal(x) ((0.5 * sin((PI * (x)) - (PI / 2))) + 0.5)
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/* take value x that scales linearly between [0, 1) and return its circlar curve */
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#define circular(x) sqrt(1 - (((x) - 1) * ((x) - 1)))
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float scale_audio(float idx) {
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return -log((-(SAMPLE_RANGE) * idx) + 1) / (SAMPLE_SCALE);
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}
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float iscale_audio(float idx) {
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return -log((SAMPLE_RANGE) * idx) / (SAMPLE_SCALE);
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}
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float smooth_audio(in sampler1D tex, int tex_sz, highp float idx, float r) {
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float
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smin = scale_audio(clamp(idx - r, 0, 1)) * tex_sz,
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smax = scale_audio(clamp(idx + r, 0, 1)) * tex_sz,
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avg = 0, s, weight = 0;
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float m = ((smax - smin) / 2.0F);
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float rm = smin + m; /* middle */
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for (s = smin; s <= smax; s += 1.0F) {
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float w = ROUND_FORMULA(clamp((m - abs(rm - s)) / m, 0, 1));
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weight += w;
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avg += texture(tex, float(s) / float(tex_sz)).r * w;
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}
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avg /= weight;
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avg *= max(idx + 0.7, 1);
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return avg;
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}
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/* Applies the audio smooth sampling function three times to the adjacent values */
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float smooth_audio_adj(in sampler1D tex, int tex_sz, highp float idx, float r, highp float pixel) {
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float
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al = smooth_audio(tex, tex_sz, max(idx - pixel, 0.0F), r),
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am = smooth_audio(tex, tex_sz, idx, r),
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ar = smooth_audio(tex, tex_sz, min(idx + pixel, 1.0F), r);
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return (al + am + ar) / 3.0F;
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}
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#ifdef TWOPI
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#undef TWOPI
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#endif
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#ifdef PI
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#undef PI
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#endif
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#endif /* _SMOOTH_GLSL */
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