layout(pixel_center_integer) in vec4 gl_FragCoord; #request uniform "screen" screen uniform ivec2 screen; #request uniform "audio_sz" audio_sz uniform int audio_sz; #include ":radial.glsl" #request uniform "audio_l" audio_l #request transform audio_l "window" #request transform audio_l "fft" #request transform audio_l "gravity" #request transform audio_l "avg" uniform sampler1D audio_l; #request uniform "audio_r" audio_r #request transform audio_r "window" #request transform audio_r "fft" #request transform audio_r "gravity" #request transform audio_r "avg" uniform sampler1D audio_r; out vec4 fragment; #include ":util/smooth.glsl" #define TWOPI 6.28318530718 #define PI 3.14159265359 void main() { float /* translate (x, y) to use (0, 0) as the center of the screen */ dx = gl_FragCoord.x - (screen.x / 2), dy = gl_FragCoord.y - (screen.y / 2); float theta = atan(dy, dx); /* fragment angle with the center of the screen as the origin */ float d = sqrt((dx * dx) + (dy * dy)); /* distance */ if (d > C_RADIUS - (float(C_LINE) / 2.0F) && d < C_RADIUS + (float(C_LINE) / 2.0F)) { fragment = OUTLINE; return; } else if (d > C_RADIUS) { const float section = (TWOPI / NBARS); /* range (radians) for each bar */ const float center = ((TWOPI / NBARS) / 2.0F); /* center line angle */ float m = mod(theta, section); /* position in section (radians) */ float ym = d * sin(center - m); /* distance from center line (cartesian coords) */ if (abs(ym) < BAR_WIDTH / 2) { /* if within width, draw audio */ float idx = theta + ROTATE; /* position (radians) in texture */ float dir = mod(abs(idx), TWOPI); /* absolute position, [0, 2pi) */ if (dir > PI) idx = -sign(idx) * (TWOPI - dir); /* Re-correct position values to [-pi, pi) */ if (INVERT > 0) idx = -idx; /* Invert if needed */ float pos = int(abs(idx) / section) / float(NBARS / 2); /* bar position, [0, 1) */ #define smooth_f(tex) smooth_audio(tex, audio_sz, pos, SMOOTH) /* smooth function format */ float v; if (idx > 0) v = smooth_f(audio_l); /* left buffer */ else v = smooth_f(audio_r); /* right buffer */ v *= AMPLIFY * (1 + pos); /* amplify and scale with frequency */ #undef smooth_f d -= C_RADIUS + (float(C_LINE) / 2.0F); /* offset to fragment distance from inner circle */ if (d <= v - BAR_OUTLINE_WIDTH) { #if BAR_OUTLINE_WIDTH > 0 if (abs(ym) < (BAR_WIDTH / 2) - BAR_OUTLINE_WIDTH) fragment = COLOR; else fragment = BAR_OUTLINE; #else fragment = COLOR; #endif return; } #if BAR_OUTLINE_WIDTH > 0 if (d <= v) { fragment = BAR_OUTLINE; return; } #endif } } fragment = vec4(0, 0, 0, 0); /* default frag color */ }