85 lines
2.1 KiB
GLSL
85 lines
2.1 KiB
GLSL
layout(pixel_center_integer) in vec4 gl_FragCoord;
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#request uniform "screen" screen
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uniform ivec2 screen;
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#request uniform "audio_sz" audio_sz
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uniform int audio_sz;
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#include ":util/smooth.glsl"
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#include "@circle.glsl"
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#include ":circle.glsl"
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#request uniform "audio_l" audio_l
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#request transform audio_l "window"
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#request transform audio_l "fft"
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#request transform audio_l "gravity"
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#request transform audio_l "avg"
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uniform sampler1D audio_l;
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#request uniform "audio_r" audio_r
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#request transform audio_r "window"
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#request transform audio_r "fft"
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#request transform audio_r "gravity"
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#request transform audio_r "avg"
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uniform sampler1D audio_r;
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out vec4 fragment;
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#define TWOPI 6.28318530718
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#define PI 3.14159265359
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/* This shader is based on radial.glsl, refer to it for more commentary */
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float apply_smooth(float theta) {
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float idx = theta + ROTATE;
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float dir = mod(abs(idx), TWOPI);
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if (dir > PI)
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idx = -sign(idx) * (TWOPI - dir);
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if (INVERT > 0)
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idx = -idx;
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float pos = abs(idx) / (PI + 0.001F);
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#define smooth_f(tex) smooth_audio(tex, audio_sz, pos)
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float v;
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if (idx > 0) v = smooth_f(audio_l);
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else v = smooth_f(audio_r);
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v *= AMPLIFY;
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#undef smooth_f
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return v;
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}
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void main() {
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fragment = vec4(0, 0, 0, 0);
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float
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dx = gl_FragCoord.x - (screen.x / 2),
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dy = gl_FragCoord.y - (screen.y / 2);
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float theta = atan(dy, dx);
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float d = sqrt((dx * dx) + (dy * dy));
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float adv = (1.0F / d) * (C_LINE * 0.5);
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float
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adj0 = theta + adv,
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adj1 = theta - adv;
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d -= C_RADIUS;
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if (d >= -(float(C_LINE) / 2.0F)) {
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float v = apply_smooth(theta);
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adj0 = apply_smooth(adj0) - v;
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adj1 = apply_smooth(adj1) - v;
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float
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dmax = max(adj0, adj1),
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dmin = min(adj0, adj1);
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d -= v;
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#if C_FILL > 0
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#define BOUNDS (d < (float(C_LINE) / 2.0F))
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#else
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#define BOUNDS (d > -(float(C_LINE) / 2.0F) && d < (float(C_LINE) / 2.0F)) || (d <= dmax && d >= dmin)
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#endif
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if (BOUNDS) {
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fragment = OUTLINE;
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}
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}
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}
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