diff options
| author | iceyrazor <iceyrazor@mailfence.com> | 2026-10-23 23:48:32 -0500 |
|---|---|---|
| committer | iceyrazor <iceyrazor@mailfence.com> | 2026-10-23 23:48:32 -0500 |
| commit | 513ddbd8cee63cd8b09086d343a99123d782c940 (patch) | |
| tree | 223e8c7d8240d015118b96dccdc221e07a82606e /env/.config/cava/shaders/spectrogram.frag | |
| parent | 95b3608c70e96f72a01a6115219e3e0496d70785 (diff) | |
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/spectrogram.frag')
| -rw-r--r-- | env/.config/cava/shaders/spectrogram.frag | 53 |
1 files changed, 0 insertions, 53 deletions
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); - } -}
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