Files
glava/shaders/radial.glsl
2017-12-04 12:25:26 -08:00

36 lines
1.3 KiB
GLSL

/* center radius (pixels) */
#define C_RADIUS 64
/* center line thickness (pixels) */
#define C_LINE 1.5
/* outline color */
#define OUTLINE vec4(0.20, 0.20, 0.20, 1)
/* number of bars (use even values for best results) */
#define NBARS 92
/* width (in pixels) of each bar*/
#define BAR_WIDTH 3.5
/* outline color */
#define BAR_OUTLINE OUTLINE
/* outline width (in pixels, set to 0 to disable outline drawing) */
#define BAR_OUTLINE_WIDTH 0
/* Amplify magnitude of the results each bar displays */
#define AMPLIFY 300
/* Bar color */
#define COLOR (vec4(0.8, 0.2, 0.2, 1) * ((d / 40) + 1))
/* Angle (in radians) for how much to rotate the visualizer */
#define ROTATE (PI / 2)
/* Whether to switch left/right audio buffers */
#define INVERT 0
/* Smoothing factor, in normalized width */
#define SMOOTH 0.025
/* How many frames to queue and run through the average function */
#request setavgframes 6
/* Whether to window frames ran through the average function (new & old frames
are weighted less). This massively helps smoothing out spikes in the animation */
#request setavgwindow true
/* Gravity step, higher values means faster drops. The step is applied in a rate
independant method like so:
val -= (gravitystep) * (seconds per update) */
#request setgravitystep 5.2