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authoriceyrazor <iceyrazor@mailfence.com>2026-10-23 23:48:32 -0500
committericeyrazor <iceyrazor@mailfence.com>2026-10-23 23:48:32 -0500
commit513ddbd8cee63cd8b09086d343a99123d782c940 (patch)
tree223e8c7d8240d015118b96dccdc221e07a82606e /env/.config/cava/shaders
parent95b3608c70e96f72a01a6115219e3e0496d70785 (diff)
Squashed commit of the following:HEADmain
lessons loop change added tld to newsboat changed mimes manpager is using mktemp now added paste bind. so autoindent dont indent clipboard vis. made file browser not close vis on cancel added telemetry disable line to lua updated README.me removed nitrogen and swaybg. wallpaper is now set with setwll removed cava from backup fixed way alias removed cava shaders
Diffstat (limited to 'env/.config/cava/shaders')
-rw-r--r--env/.config/cava/shaders/bar_spectrum.frag79
-rw-r--r--env/.config/cava/shaders/northern_lights.frag34
-rw-r--r--env/.config/cava/shaders/pass_through.vert14
-rw-r--r--env/.config/cava/shaders/spectrogram.frag53
-rw-r--r--env/.config/cava/shaders/winamp_line_style_spectrum.frag112
5 files changed, 0 insertions, 292 deletions
diff --git a/env/.config/cava/shaders/bar_spectrum.frag b/env/.config/cava/shaders/bar_spectrum.frag
deleted file mode 100644
index b078913..0000000
--- a/env/.config/cava/shaders/bar_spectrum.frag
+++ /dev/null
@@ -1,79 +0,0 @@
-#version 330
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-uniform int bar_width; // bar width (configurable), not used here
-uniform int bar_spacing; // space bewteen bars (configurable)
-
-uniform vec3 u_resolution; // window resolution
-
-//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
-uniform vec3 bg_color; // background color
-uniform vec3 fg_color; // foreground color
-
-uniform int gradient_count;
-uniform vec3 gradient_colors[8]; // gradient colors
-
-vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
-{
- //create color based on fraction of this color and next color
- float yr = (y - y_min) / (y_max - y_min);
- return col_1 * (1.0 - yr) + col_2 * yr;
-}
-
-void main()
-{
- // find which bar to use based on where we are on the x axis
- float x = u_resolution.x * fragCoord.x;
- int bar = int(bars_count * fragCoord.x);
-
- //calculate a bar size
- float bar_size = u_resolution.x / bars_count;
-
- //the y coordinate and bar values are the same
- float y = bars[bar];
-
- // make sure there is a thin line at bottom
- if (y * u_resolution.y < 1.0)
- {
- y = 1.0 / u_resolution.y;
- }
-
- //draw the bar up to current height
- if (y > fragCoord.y)
- {
- //make some space between bars basen on settings
- if (x > (bar + 1) * (bar_size) - bar_spacing)
- {
- fragColor = vec4(bg_color,1.0);
- }
- else
- {
- if (gradient_count == 0)
- {
- fragColor = vec4(fg_color,1.0);
- }
- else
- {
- //find which color in the configured gradient we are at
- int color = int((gradient_count - 1) * fragCoord.y);
-
- //find where on y this and next color is supposed to be
- float y_min = color / (gradient_count - 1.0);
- float y_max = (color + 1.0) / (gradient_count - 1.0);
-
- //make color
- fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
- }
- }
- }
- else
- {
- fragColor = vec4(bg_color,1.0);
- }
-} \ No newline at end of file
diff --git a/env/.config/cava/shaders/northern_lights.frag b/env/.config/cava/shaders/northern_lights.frag
deleted file mode 100644
index ecd859a..0000000
--- a/env/.config/cava/shaders/northern_lights.frag
+++ /dev/null
@@ -1,34 +0,0 @@
-#version 330
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-
-uniform vec3 u_resolution; // window resolution, not used here
-
-//colors, configurable in cava config file
-uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
-uniform vec3 fg_color; // foreground color, not used here
-
-void main()
-{
- // find which bar to use based on where we are on the x axis
- int bar = int(bars_count * fragCoord.x);
-
- float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
- float y = (bars[bar]) * bar_y;
-
- float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
- float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
-
- bar_r = bar_r * bar_r * 2;
-
- // set color
- fragColor.r = fg_color.x * y * bar_r;
- fragColor.g = fg_color.y * y * bar_r;
- fragColor.b = fg_color.z * y * bar_r;
-}
diff --git a/env/.config/cava/shaders/pass_through.vert b/env/.config/cava/shaders/pass_through.vert
deleted file mode 100644
index a4f20e5..0000000
--- a/env/.config/cava/shaders/pass_through.vert
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 330
-
-
-// Input vertex data, different for all executions of this shader.
-layout(location = 0) in vec3 vertexPosition_modelspace;
-
-// Output data ; will be interpolated for each fragment.
-out vec2 fragCoord;
-
-void main()
-{
- gl_Position = vec4(vertexPosition_modelspace,1);
- fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
-}
diff --git a/env/.config/cava/shaders/spectrogram.frag b/env/.config/cava/shaders/spectrogram.frag
deleted file mode 100644
index ccb79ae..0000000
--- a/env/.config/cava/shaders/spectrogram.frag
+++ /dev/null
@@ -1,53 +0,0 @@
-#version 330
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high
-// to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-uniform int bar_width; // bar width (configurable), not used here
-uniform int bar_spacing; // space bewteen bars (configurable)
-
-uniform vec3 u_resolution; // window resolution
-
-// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
-uniform vec3 bg_color; // background color
-uniform vec3 fg_color; // foreground color
-
-uniform int gradient_count;
-uniform vec3 gradient_colors[8]; // gradient colors
-
-uniform sampler2D inputTexture; // Texture from the first render pass
-
-vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
- // create color based on fraction of this color and next color
- float yr = (y - y_min) / (y_max - y_min);
- return col_1 * (1.0 - yr) + col_2 * yr;
-}
-
-void main() {
- // find which bar to use based on where we are on the y axis
- int bar = int(bars_count * fragCoord.y);
- float y = bars[bar];
- float band_size = 1.0 / float(bars_count);
- float current_band_min = bar * band_size;
- float current_band_max = (bar + 1) * band_size;
-
- int hist_length = 512;
- float win_size = 1.0 / hist_length;
-
- if (fragCoord.x > 1.0 - win_size) {
-
- if (fragCoord.y > current_band_min && fragCoord.y < current_band_max) {
-
- fragColor = vec4(fg_color * y, 1.0);
- }
- } else {
- vec2 offsetCoord = fragCoord;
- offsetCoord.x += float(win_size);
- fragColor = texture(inputTexture, offsetCoord);
- }
-} \ No newline at end of file
diff --git a/env/.config/cava/shaders/winamp_line_style_spectrum.frag b/env/.config/cava/shaders/winamp_line_style_spectrum.frag
deleted file mode 100644
index 375ff27..0000000
--- a/env/.config/cava/shaders/winamp_line_style_spectrum.frag
+++ /dev/null
@@ -1,112 +0,0 @@
-#version 330
-
-// Emulate the "line style" spectrum analyzer from Winamp 2.
-// Try this config for a demonstration:
-
-/*
-[general]
-bar_width = 2
-bar_spacing = 0
-higher_cutoff_freq = 22000
-
-[output]
-method = sdl_glsl
-channels = mono
-fragment_shader = winamp_line_style_spectrum.frag
-
-[color]
-background = '#000000'
-gradient = 1
-gradient_color_1 = '#319C08'
-gradient_color_2 = '#29CE10'
-gradient_color_3 = '#BDDE29'
-gradient_color_4 = '#DEA518'
-gradient_color_5 = '#D66600'
-gradient_color_6 = '#CE2910'
-
-[smoothing]
-noise_reduction = 10
-*/
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-uniform int bar_width; // bar width (configurable), not used here
-uniform int bar_spacing; // space bewteen bars (configurable)
-
-uniform vec3 u_resolution; // window resolution
-
-//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
-uniform vec3 bg_color; // background color
-uniform vec3 fg_color; // foreground color
-
-uniform int gradient_count;
-uniform vec3 gradient_colors[8]; // gradient colors
-
-vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
-{
- //create color based on fraction of this color and next color
- float yr = (y - y_min) / (y_max - y_min);
- return col_1 * (1.0 - yr) + col_2 * yr;
-}
-
-void main()
-{
- // find which bar to use based on where we are on the x axis
- float x = u_resolution.x * fragCoord.x;
- int bar = int(bars_count * fragCoord.x);
-
- //calculate a bar size
- float bar_size = u_resolution.x / bars_count;
-
- //the y coordinate is stretched by 4X to resemble Winamp
- float y = min(bars[bar] * 4.0, 1.0);
-
- // make sure there is a thin line at bottom
- if (y * u_resolution.y < 1.0)
- {
- y = 1.0 / u_resolution.y;
- }
-
- vec4 bar_color;
-
- if (gradient_count == 0)
- {
- bar_color = vec4(fg_color,1.0);
- }
- else
- {
- //find color in the configured gradient for the top of the bar
- int color = int((gradient_count - 1) * y);
-
- //find where on y this and next color is supposed to be
- float y_min = float(color) / (gradient_count - 1.0);
- float y_max = float(color + 1) / (gradient_count - 1.0);
-
- //make a solid color for the entire bar
- bar_color = vec4(normalize_C(y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
- }
-
-
- //draw the bar up to current height
- if (y > fragCoord.y)
- {
- //make some space between bars based on settings
- if (x > (bar + 1) * (bar_size) - bar_spacing)
- {
- fragColor = vec4(bg_color,1.0);
- }
- else
- {
- fragColor = bar_color;
- }
- }
- else
- {
- fragColor = vec4(bg_color,1.0);
- }
-} \ No newline at end of file