Files
glava/shaders/graph/1.frag
2017-11-25 22:00:49 -08:00

83 lines
2.0 KiB
GLSL

layout(pixel_center_integer) in vec4 gl_FragCoord;
#request uniform "screen" screen
uniform ivec2 screen; /* screen dimensions */
#request uniform "audio_sz" audio_sz
uniform int audio_sz;
#request setavgframes 4
#request setavgwindow true
// #request interpolate true
#request uniform "audio_l" audio_l
#request transform audio_l "window"
#request transform audio_l "fft"
#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 "avg"
uniform sampler1D audio_r;
out vec4 fragment;
#include "settings.glsl"
#define CUT 0.5
#define SAMPLE_RANGE 0.2
#define SAMPLE_AMT 22
#define WSCALE 11
#define VSCALE 6000
#define DIRECTION 1
#define RCOL_OFF (gl_FragCoord.x / 3000)
#define LCOL_OFF ((screen.x - gl_FragCoord.x) / 3000)
#define COLOR vec4(vec3(0.3 + RCOL_OFF, 0.3, 0.3 + LCOL_OFF) + (gl_FragCoord.y / 170), 1)
#if DIRECTION < 0
#define LEFT_IDX (gl_FragCoord.x)
#define RIGHT_IDX (-gl_FragCoord.x + screen.x)
#else
#define LEFT_IDX (half_w - gl_FragCoord.x)
#define RIGHT_IDX (gl_FragCoord.x - half_w)
#endif
void main() {
float half_w = (screen.x / 2);
if (gl_FragCoord.x < half_w) {
float s = 0, r;
int t;
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
s += (texture(audio_l, log((LEFT_IDX + (t * SAMPLE_RANGE)) / (half_w)) / WSCALE).r);
}
s /= float(SAMPLE_AMT * 2) + 1;
s *= VSCALE;
if (gl_FragCoord.y + 1.5 <= s) {
fragment = COLOR;
} else {
fragment = vec4(0, 0, 0, 0);
}
} else {
float s = 0, r;
int t;
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
s += (texture(audio_r, log((RIGHT_IDX + (t * SAMPLE_RANGE)) / (half_w)) / WSCALE).r);
}
s /= float(SAMPLE_AMT * 2) + 1;
s *= VSCALE;
if (gl_FragCoord.y + 1.5 <= s) {
fragment = COLOR;
} else {
fragment = vec4(0, 0, 0, 0);
}
}
}