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

117 lines
4.5 KiB
GLSL

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