diff --git a/shaders/graph.glsl b/shaders/graph.glsl index b2993d5..1906195 100644 --- a/shaders/graph.glsl +++ b/shaders/graph.glsl @@ -13,8 +13,17 @@ #define DRAW_OUTLINE 0 /* 1 to draw edge highlight, 0 to disable */ #define DRAW_HIGHLIGHT 1 +/* Whether to anti-alias the border of the graph, creating a smoother curve. + This may have a small impact on performance. Note that this only anti-aliases + the border, so that the seams between the graph and the outline and/or the + highlight (if present) will not be aliased. + Note: This requires `xroot` transparency to be enabled since it + relies on alpha blending with the background. */ +#define ANTI_ALIAS 0 /* outline color */ #define OUTLINE #262626 +/* 1 to join the two channels together in the middle, 0 to clamp both down to zero */ +#define JOIN_CHANNELS 0 /* 1 to invert (vertically), 0 otherwise */ #define INVERT 0 diff --git a/shaders/graph/1.frag b/shaders/graph/1.frag index b6d3da3..9b82d05 100644 --- a/shaders/graph/1.frag +++ b/shaders/graph/1.frag @@ -81,16 +81,31 @@ out vec4 fragment; #define TWOPI 6.28318530718 float half_w; +float middle; +highp float pixel = 1.0F / float(screen.x); -void render_side(in sampler1D tex, float idx) { - highp float pixel = 1.0F / float(screen.x); +float get_line_height(in sampler1D tex, float idx) { float s = smooth_audio_adj(tex, audio_sz, idx / half_w, 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 */ - s *= clamp((abs((screen.x / 2) - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F); + + float fact = clamp((abs((screen.x / 2) - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F); + #if JOIN_CHANNELS > 0 + fact = -2 * pow(fact, 3) + 3 * pow(fact, 2); /* To avoid spikes */ + s = fact * s + (1 - fact) * middle; + #else + s *= fact; + #endif + s *= clamp((min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F); + return s; +} + +void render_side(in sampler1D tex, float idx) { + float s = get_line_height(tex, idx); + /* and finally set fragment color if we are in range */ #if INVERT > 0 float pos = float(screen.y) - gl_FragCoord.y; @@ -106,6 +121,9 @@ void render_side(in sampler1D tex, float idx) { void main() { half_w = (screen.x / 2); + + middle = VSCALE * (smooth_audio_adj(audio_l, audio_sz, 1, pixel) + smooth_audio_adj(audio_r, audio_sz, 0, pixel)) / 2; + if (gl_FragCoord.x < half_w) { render_side(audio_l, LEFT_IDX); } else { diff --git a/shaders/graph/3.frag b/shaders/graph/3.frag new file mode 100644 index 0000000..df549bc --- /dev/null +++ b/shaders/graph/3.frag @@ -0,0 +1,100 @@ + +in vec4 gl_FragCoord; + +#request uniform "screen" screen +uniform ivec2 screen; /* screen dimensions */ + +#request uniform "prev" tex +uniform sampler2D tex; /* screen texture */ + +out vec4 fragment; /* output */ + +#include "@graph.glsl" +#include ":graph.glsl" + +/* Moves toward the border of the graph, gives the + y coordinate of the last colored pixel */ +float get_col_height_up(float x, float oy) { + float y = oy; + #if INVERT > 0 + while (y >= 0) { + #else + while (y < screen.y) { + #endif + vec4 f = texelFetch(tex, ivec2(x, y), 0); + if (f.a <= 0) { + #if INVERT > 0 + y += 1; + #else + y -= 1; + #endif + break; + } + #if INVERT > 0 + y -= 1; + #else + y += 1; + #endif + } + + return y; +} + +/* Moves toward the base of the graph, gives the + y coordinate of the first colored pixel */ +float get_col_height_down(float x, float oy) { + float y = oy; + #if INVERT > 0 + while (y < screen.y) { + #else + while (y >= 0) { + #endif + vec4 f = texelFetch(tex, ivec2(x, y), 0); + if (f.a > 0) { + break; + } + #if INVERT > 0 + y += 1; + #else + y -= 1; + #endif + } + + return y; +} + +void main() { + fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); + + #if ANTI_ALIAS > 0 + + if (fragment.a <= 0) { + bool left_done = false; + float h2; + float a_fact = 0; + + if (texelFetch(tex, ivec2(gl_FragCoord.x - 1, gl_FragCoord.y), 0).a > 0) { + float h1 = get_col_height_up(gl_FragCoord.x - 1, gl_FragCoord.y); + h2 = get_col_height_down(gl_FragCoord.x, gl_FragCoord.y); + fragment = texelFetch(tex, ivec2(gl_FragCoord.x, h2), 0); + + a_fact = clamp(abs((h1 - gl_FragCoord.y) / (h2 - h1)), 0.0, 1.0); + + left_done = true; + } + if (texelFetch(tex, ivec2(gl_FragCoord.x + 1, gl_FragCoord.y), 0).a > 0) { + if (!left_done) { + h2 = get_col_height_down(gl_FragCoord.x, gl_FragCoord.y); + fragment = texelFetch(tex, ivec2(gl_FragCoord.x, h2), 0); + } + float h3 = get_col_height_up(gl_FragCoord.x + 1, gl_FragCoord.y); + + a_fact = max(a_fact, clamp(abs((h3 - gl_FragCoord.y) / (h2 - h3)), 0.0, 1.0)); + } + + fragment.a *= a_fact; + + } + + #endif +}