glava-ridged/shaders/glava/circle/1.frag

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2023-09-07 16:16:06 -06:00
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 ":util/smooth.glsl"
#include "@circle.glsl"
#include ":circle.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;
#define TWOPI 6.28318530718
#define PI 3.14159265359
/* This shader is based on radial.glsl, refer to it for more commentary */
float apply_smooth(float theta) {
float idx = theta + ROTATE;
float dir = mod(abs(idx), TWOPI);
if (dir > PI)
idx = -sign(idx) * (TWOPI - dir);
if (INVERT > 0)
idx = -idx;
float pos = abs(idx) / (PI + 0.001F);
#define smooth_f(tex) smooth_audio(tex, audio_sz, pos)
float v;
if (idx > 0) v = smooth_f(audio_l);
else v = smooth_f(audio_r);
v *= AMPLIFY;
#undef smooth_f
return v;
}
void main() {
fragment = vec4(0, 0, 0, 0);
float
dx = gl_FragCoord.x - (screen.x / 2),
dy = gl_FragCoord.y - (screen.y / 2);
float theta = atan(dy, dx);
float d = sqrt((dx * dx) + (dy * dy));
float adv = (1.0F / d) * (C_LINE * 0.5);
float
adj0 = theta + adv,
adj1 = theta - adv;
d -= C_RADIUS;
if (d >= -(float(C_LINE) / 2.0F)) {
float v = apply_smooth(theta);
adj0 = apply_smooth(adj0) - v;
adj1 = apply_smooth(adj1) - v;
float
dmax = max(adj0, adj1),
dmin = min(adj0, adj1);
d -= v;
#if C_FILL > 0
#define BOUNDS (d < (float(C_LINE) / 2.0F))
#else
#define BOUNDS (d > -(float(C_LINE) / 2.0F) && d < (float(C_LINE) / 2.0F)) || (d <= dmax && d >= dmin)
#endif
if (BOUNDS) {
fragment = OUTLINE;
}
}
}