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