Added fg/bg pipe defaults, fixed parsing bugs, fixed broken smoothing defaults
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@@ -536,10 +536,8 @@ void ext_process(struct glsl_ext* ext, const char* f) {
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} else parse_error(line, f, "Unexpected `--pipe` binding name '@%s' while parsing GLSL."
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" Try assigning a default or binding the value.", parsed_name);
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}
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state = at == '\n' ? LINE_START : GLSL;
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if (bbuf_idx >= sizeof(bbuf) - 1)
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state = GLSL;
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continue;
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else goto copy; /* copy character if it ended the sequence */
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}
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}
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}
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@@ -2,25 +2,23 @@
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/* Center line thickness (pixels) */
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#define C_LINE 1
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/* Width (in pixels) of each bar */
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#define BAR_WIDTH 4
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#define BAR_WIDTH 5
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/* Width (in pixels) of each bar gap */
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#define BAR_GAP 2
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/* Outline color */
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#define BAR_OUTLINE #262626
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#define BAR_GAP 1
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/* Outline width (in pixels, set to 0 to disable outline drawing) */
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#define BAR_OUTLINE_WIDTH 0
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#define BAR_OUTLINE_WIDTH 1
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/* Amplify magnitude of the results each bar displays */
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#define AMPLIFY 300
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/* Whether the current settings use the alpha channel;
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enabling this is required for alpha to function
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correctly on X11 with `"native"` transparency */
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#define USE_ALPHA 0
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/* How strong the gradient changes */
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#define GRADIENT_POWER 60
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/* Bar color changes with height */
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#define GRADIENT (d / GRADIENT_POWER + 1)
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/* Bar color */
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#define COLOR (#3366b2 * GRADIENT)
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/* How quickly the gradient transitions, in pixels */
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#define GRADIENT 80
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/* Bar color. By default this provides a blue-white gradient. */
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#define COLOR @fg:mix(#3366b2, #a0a0b2, clamp(d / GRADIENT, 0, 1))
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/* Outline color. By default this provides a 'glint' outline based on the bar color */
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#define BAR_OUTLINE @bg:vec4(COLOR.rgb * 1.5, COLOR.a)
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/* Direction that the bars are facing, 0 for inward, 1 for outward */
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#define DIRECTION 0
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/* Whether to switch left/right audio buffers */
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@@ -3,7 +3,7 @@
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/* center line thickness (pixels) */
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#define C_LINE 1.5
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/* outline color */
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#define OUTLINE #333333
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#define OUTLINE @fg:#333333
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/* Amplify magnitude of the results each bar displays */
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#define AMPLIFY 150
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/* Angle (in radians) for how much to rotate the visualizer */
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@@ -5,10 +5,10 @@
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#define DIRECTION 1
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/* Color gradient scale, (optionally) used in `COLOR` macro */
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#define GRADIENT_SCALE 75
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#define GRADIENT 75
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/* Color definition. By default this is a gradient formed by mixing two colors.
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`pos` represents the pixel position relative to the visualizer baseline. */
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#define COLOR mix(#802A2A, #4F4F92, clamp(pos / GRADIENT_SCALE, 0, 1))
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#define COLOR @fg:mix(#802A2A, #4F4F92, clamp(pos / GRADIENT, 0, 1))
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/* 1 to draw outline, 0 to disable */
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#define DRAW_OUTLINE 0
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/* 1 to draw edge highlight, 0 to disable */
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@@ -18,7 +18,7 @@
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Note: requires `xroot` or `none` opacity to be set */
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#define ANTI_ALIAS 0
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/* outline color */
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#define OUTLINE #262626
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#define OUTLINE @bg:#262626
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/* 1 to join the two channels together in the middle, 0 to clamp both down to zero */
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#define JOIN_CHANNELS 0
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/* 1 to invert (vertically), 0 otherwise */
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@@ -108,10 +108,11 @@ void render_side(in sampler1D tex, float idx) {
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/* and finally set fragment color if we are in range */
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#if INVERT > 0
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float pos = float(screen.y) - gl_FragCoord.y;
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float d = float(screen.y) - gl_FragCoord.y;
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#else
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float pos = gl_FragCoord.y;
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float d = gl_FragCoord.y;
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#endif
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#define pos d
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if (pos + 1.5 <= s) {
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fragment = COLOR;
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} else {
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@@ -4,19 +4,17 @@
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/* center line thickness (pixels) */
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#define C_LINE 2
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/* outline color */
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#define OUTLINE #333333
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#define OUTLINE @bg:#333333
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/* number of bars (use even values for best results) */
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#define NBARS 180
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#define NBARS 160
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/* width (in pixels) of each bar*/
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#define BAR_WIDTH 3.5
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/* outline color */
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#define BAR_OUTLINE OUTLINE
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/* outline width (in pixels, set to 0 to disable outline drawing) */
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#define BAR_OUTLINE_WIDTH 0
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#define BAR_WIDTH 4.5
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/* Amplify magnitude of the results each bar displays */
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#define AMPLIFY 300
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/* Bar color */
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#define COLOR (#cc3333 * ((d / 40) + 1))
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/* How quickly the gradient transitions, in pixels */
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#define GRADIENT 95
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/* Bar color. This is a gradient by default. */
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#define COLOR @fg:mix(#cc3333, #cca0a0, clamp(d / GRADIENT, 0, 1))
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/* Angle (in radians) for how much to rotate the visualizer */
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#define ROTATE (PI / 2)
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/* Whether to swap left/right audio buffers, set to 1 to enable */
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@@ -34,6 +32,10 @@
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/* Gravity step, override from `smooth_parameters.glsl` */
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#request setgravitystep 5.0
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/* Smoothing factor, override from `smooth_parameters.glsl` */
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#request setsmoothfactor 0.02
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/* (DEPRECATED) outline color */
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#define BAR_OUTLINE OUTLINE
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/* (DEPRECATED) outline width (in pixels, set to 0 to disable outline drawing) */
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#define BAR_OUTLINE_WIDTH 0
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@@ -66,6 +66,7 @@ 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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#endif
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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 function format */
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float v;
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@@ -39,7 +39,7 @@
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/* The frequency range to sample. 1.0 would be the entire FFT output,
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and lower values reduce the displayed frequencies in a log-like
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scale. */
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#define SAMPLE_RANGE 1.5
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#define SAMPLE_RANGE 0.9
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/* Factor for how to scale higher frequencies. Used in a linear equation
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which is multiplied by the result of the fft transformation. */
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@@ -1,14 +1,10 @@
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/* min (vertical) line thickness */
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/* Min (vertical) line thickness */
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#define MIN_THICKNESS 1
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/* max (vertical) line thickness */
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/* Max (vertical) line thickness */
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#define MAX_THICKNESS 6
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/* base color to use, distance from center will multiply the RGB components */
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#define BASE_COLOR vec4(0.7, 0.2, 0.45, 1)
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/* amplitude */
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/* Base color to use, distance from center will multiply the RGB components */
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#define BASE_COLOR @fg:vec4(0.7, 0.2, 0.45, 1)
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/* Amplitude */
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#define AMPLIFY 500
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/* outline color */
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#define OUTLINE vec4(0.15, 0.15, 0.15, 1)
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/* Outline color */
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#define OUTLINE @bg:vec4(0.15, 0.15, 0.15, 1)
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