fuck intel
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@@ -49,28 +49,32 @@ void main() {
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idx = -sign(idx) * (TWOPI - dir); /* Re-correct position values to [-pi, pi) */
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if (INVERT > 0)
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idx = -idx; /* Invert if needed */
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float pos = int(abs(idx) / section) / float(NBARS / 2);
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float v = smooth_audio(idx > 0 ? audio_l : audio_r, audio_sz, pos, SMOOTH) * AMPLIFY * (1 + pos);
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float pos = int(abs(idx) / section) / float(NBARS / 2); /* bar position, [0, 1) */
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#define smooth_f(tex) smooth_audio(tex, audio_sz, pos, SMOOTH) /* smooth function format */
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float v;
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if (idx > 0) v = smooth_f(audio_l); /* left buffer */
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else v = smooth_f(audio_r); /* right buffer */
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v *= AMPLIFY * (1 + pos); /* amplify and scale with frequency */
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#undef smooth_f
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d -= C_RADIUS + (float(C_LINE) / 2.0F); /* offset to fragment distance from inner circle */
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if (d <= v - BAR_OUTLINE_WIDTH) {
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#if BAR_OUTLINE_WIDTH > 0
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if (abs(ym) < (BAR_WIDTH / 2) - BAR_OUTLINE_WIDTH)
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fragment = COLOR;
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else
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fragment = BAR_OUTLINE;
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#else
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#if BAR_OUTLINE_WIDTH > 0
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if (abs(ym) < (BAR_WIDTH / 2) - BAR_OUTLINE_WIDTH)
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fragment = COLOR;
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#endif
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return;
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}
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else
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fragment = BAR_OUTLINE;
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#else
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fragment = COLOR;
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#endif
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return;
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}
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#if BAR_OUTLINE_WIDTH > 0
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if (d <= v) {
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fragment = BAR_OUTLINE;
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return;
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}
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fragment = BAR_OUTLINE;
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return;
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}
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#endif
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}
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}
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fragment = vec4(0, 0, 0, 0); /* default frag color */
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}
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}
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fragment = vec4(0, 0, 0, 0); /* default frag color */
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}
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