glava-ridged/shaders/glava/bars/1.frag
VetheonGames 5499f9f4b9 Init
2023-09-07 16:16:06 -06:00

136 lines
3.9 KiB
GLSL

in vec4 gl_FragCoord;
#request uniform "screen" screen
uniform ivec2 screen;
#request uniform "audio_sz" audio_sz
uniform int audio_sz;
#include "@bars.glsl"
#include ":bars.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;
#include ":util/smooth.glsl"
#define TWOPI 6.28318530718
#define PI 3.14159265359
#if DISABLE_MONO == 1
#define _CHANNELS 2
#endif
void main() {
#if MIRROR_YX == 0
#define AREA_WIDTH screen.x
#define AREA_HEIGHT screen.y
#define AREA_X gl_FragCoord.x
#define AREA_Y gl_FragCoord.y
#else
#define AREA_WIDTH screen.y
#define AREA_HEIGHT screen.x
#define AREA_X gl_FragCoord.y
#define AREA_Y gl_FragCoord.x
#endif
#if _CHANNELS == 2
float dx = (AREA_X - (AREA_WIDTH / 2));
#else
#if INVERT == 1
float dx = AREA_WIDTH - AREA_X;
#else
float dx = AREA_X;
#endif
#endif
#if FLIP == 0
float d = AREA_Y;
#else
float d = AREA_HEIGHT - AREA_Y;
#endif
float section = BAR_WIDTH + BAR_GAP; /* size of section for each bar (including gap) */
float center = section / 2.0F; /* half section, distance to center */
float m = abs(mod(dx, section)); /* position in section */
float md = m - center; /* position in section from center line */
float nbars = floor((AREA_WIDTH * 0.5F) / section) * 2;
float p, s;
if (md < ceil(float(BAR_WIDTH) / 2) && md >= -floor(float(BAR_WIDTH) / 2)) { /* if not in gap */
s = dx / section;
p = (sign(s) == 1.0 ? ceil(s) : floor(s));
#if _CHANNELS == 2
p /= float(nbars / 2);
#else
p /= float(nbars);
#endif
p += sign(p) * ((0.5F + center) / AREA_WIDTH); /* index center of bar position */
/* Apply smooth function and index texture */
#define smooth_f(tex, p) smooth_audio(tex, audio_sz, p)
float v;
/* ignore out of bounds values */
if (p > 1.0F || p < -1.0F) {
fragment = vec4(0, 0, 0, 0);
return;
}
/* handle user options and store result of indexing in 'v' */
if (p > 0.0F) {
#if DIRECTION == 1
p = 1.0F - p;
#endif
#if _CHANNELS == 1
v = smooth_f(audio_l, p);
#elif INVERT > 0
v = smooth_f(audio_l, p);
#else
v = smooth_f(audio_r, p);
#endif
} else {
p = abs(p);
#if DIRECTION == 1
p = 1.0F - p;
#endif
#if _CHANNELS == 1
v = smooth_f(audio_l, p);
#elif INVERT > 0
v = smooth_f(audio_r, p);
#else
v = smooth_f(audio_l, p);
#endif
}
#undef smooth_f
v *= AMPLIFY; /* amplify result */
if (d < v - BAR_OUTLINE_WIDTH) { /* if within range of the reported frequency, draw */
#if BAR_OUTLINE_WIDTH > 0
if (md < ceil(float(BAR_WIDTH) / 2) - BAR_OUTLINE_WIDTH && md >= -floor(float(BAR_WIDTH) / 2) + BAR_OUTLINE_WIDTH)
fragment = COLOR;
else
fragment = BAR_OUTLINE;
#else
fragment = COLOR;
#endif
return;
}
#if BAR_OUTLINE_WIDTH > 0
if (d <= v) {
fragment = BAR_OUTLINE;
return;
}
#endif
}
fragment = vec4(0, 0, 0, 0); /* default frag color */
}