layout(pixel_center_integer) in vec4 gl_FragCoord; #request uniform "screen" screen uniform ivec2 screen; /* screen dimensions */ #request uniform "audio_l" audio_l #request transform audio_l "window" #request transform audio_l "wrange" uniform sampler1D audio_l; out vec4 fragment; #include "settings.glsl" void main() { float os = ((texture(audio_l, gl_FragCoord.x / screen.x).r - 0.5) * AMPLIFY) + 0.5f; float s = (os + (screen.y * 0.5f) - 0.5f); /* center to screen coords */ if (abs(s - gl_FragCoord.y) < clamp(abs(s - (screen.y * 0.5)) * 6, MIN_THICKNESS, MAX_THICKNESS)) { fragment = BASE_COLOR + (abs((screen.y * 0.5f) - s) * 0.02); } else { fragment = vec4(0, 0, 0, 0); } }