/* The module to use. A module is a set of shaders used to produce the visualizer. The structure for a module is the following: module_name [directory] 1.frag [file: fragment shader], 2.frag [file: fragment shader], ... Shaders are loaded in numerical order, starting at '1.frag', continuing indefinitely. The results of each shader (except for the final pass) is given to the next shader in the list as a 2D sampler. See documentation for more details. */ #request mod graph /* GLFW window hints */ #request setfloating true #request setdecorated true #request setfocused true #request setmaximized false /* GLFW window title */ #request settitle "GLava" /* GLFW buffer swap interval (vsync), set to '0' to prevent waiting for refresh, '1' (or more) to wait for the specified amount of frames. */ #request setswap 1 /* Frame limiter, set to the frames per second (FPS) desired or simple set to zero (or lower) to disable the frame limiter. */ #request setframerate 0 /* Enable/disable printing framerate every second */ #request setprintframes true /* Audio buffer size to be used for processing and shaders. Increasing this value can have the effect of adding 'gravity' to FFT output, as the audio signal will remain in the buffer longer. This value has a _massive_ effect on FFT performance and quality for some modules. */ #request setbufsize 4096 /* Scale down the audio buffer before any operations are performed on the data. Higher values are faster. This value can affect the output of various transformations, since it applies (crude) averaging to the data when shrinking the buffer. It is reccommended to use `setsamplerate` and `setsamplesize` to improve performance or accuracy instead. */ #request setbufscale 1 /* PulseAudio sample rate. Lower values can add 'gravity' to FFT output, but can also reduce accuracy (especially for higher frequencies). Most hardware samples at 44100Hz. Lower sample rates also can make output more choppy, when not using smoothing algorithms. */ #request setsamplerate 22000 /* PulseAudio sample buffer size. Lower values result in more frequent audio updates (also depends on sampling rate), but will also require all transformations to be applied much more frequently (slower) */ #request setsamplesize 1024 /* OpenGL context and GLSL shader versions, do not change unless you _absolutely_ know what you are doing. */ #request setversion 3 3 #request setshaderversion 330