117 lines
4.5 KiB
GLSL
117 lines
4.5 KiB
GLSL
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 "@radial.glsl"
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#include ":radial.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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void main() {
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#if _USE_ALPHA > 0
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#define APPLY_FRAG(f, c) f = vec4(f.rgb * f.a + c.rgb * (1 - clamp(f.a, 0, 1)), max(c.a, f.a))
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fragment = #00000000;
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#else
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#define APPLY_FRAG(f, c) f = c
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#endif
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/* To handle jagged edges, we alias in the shader by using alpha layer blending.
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Alpha layer blending is only applied when `xroot` transparency is enabled. */
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float /* translate (x, y) to use (0, 0) as the center of the screen */
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dx = gl_FragCoord.x - (screen.x / 2) + CENTER_OFFSET_X,
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dy = gl_FragCoord.y - (screen.y / 2) + CENTER_OFFSET_Y;
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float theta = atan(dy, dx); /* fragment angle with the center of the screen as the origin */
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float d = sqrt((dx * dx) + (dy * dy)); /* distance */
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if (d > C_RADIUS - (float(C_LINE) / 2.0F) && d < C_RADIUS + (float(C_LINE) / 2.0F)) {
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APPLY_FRAG(fragment, OUTLINE);
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#if _USE_ALPHA > 0
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fragment.a *= clamp(((C_LINE / 2) - abs(C_RADIUS - d)) * C_ALIAS_FACTOR, 0, 1);
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#else
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return; /* return immediately if there is no alpha blending available */
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#endif
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}
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if (d > C_RADIUS) {
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const float section = (TWOPI / NBARS); /* range (radians) for each bar */
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const float center = ((TWOPI / NBARS) / 2.0F); /* center line angle */
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float m = mod(theta, section); /* position in section (radians) */
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float ym = d * sin(center - m); /* distance from center line (cartesian coords) */
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if (abs(ym) < BAR_WIDTH / 2) { /* if within width, draw audio */
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float idx = theta + ROTATE; /* position (radians) in texture */
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float dir = mod(abs(idx), TWOPI); /* absolute position, [0, 2pi) */
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if (dir > PI)
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idx = -sign(idx) * (TWOPI - dir); /* Re-correct position values to [-pi, pi) */
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#if INVERT == 0
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idx = -idx; /* Invert if needed */
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#endif
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float pos = int(abs(idx) / section) / float(NBARS / 2); /* bar position, [0, 1) */
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#define smooth_f(tex) smooth_audio(tex, audio_sz, pos) /* smooth function format */
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float v;
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if (idx > 0) v = smooth_f(audio_l); /* left buffer */
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else v = smooth_f(audio_r); /* right buffer */
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v *= AMPLIFY; /* amplify */
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#undef smooth_f
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/* offset to fragment distance from inner circle */
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#if _USE_ALPHA > 0
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#define ALIAS_FACTOR (((BAR_WIDTH / 2) - abs(ym)) * BAR_ALIAS_FACTOR)
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d -= C_RADIUS; /* start bar overlapping the inner circle for blending */
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#else
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#define ALIAS_FACTOR 1
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d -= C_RADIUS + (float(C_LINE) / 2.0F); /* start bar after circle */
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#endif
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if (d <= v - BAR_OUTLINE_WIDTH) {
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vec4 r;
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#if BAR_OUTLINE_WIDTH > 0
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if (abs(ym) < (BAR_WIDTH / 2) - BAR_OUTLINE_WIDTH)
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r = COLOR;
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else
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r = BAR_OUTLINE;
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#else
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r = COLOR;
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#endif
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#if _USE_ALPHA > 0
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r.a *= ALIAS_FACTOR;
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#endif
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APPLY_FRAG(fragment, r);
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return;
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}
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#if BAR_OUTLINE_WIDTH > 0
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if (d <= v) {
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#if _USE_ALPHA > 0
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vec4 r = BAR_OUTLINE;
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r.a *= ALIAS_FACTOR;
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APPLY_FRAG(fragment, r);
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#else
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APPLY_FRAG(fragment, BAR_OUTLINE);
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#endif
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return;
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}
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#endif
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}
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}
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fragment = APPLY_FRAG(fragment, vec4(0, 0, 0, 0)); /* default frag color */
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}
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