diff options
Diffstat (limited to 'env/.config/cava/shaders/bar_spectrum.frag')
| -rw-r--r-- | env/.config/cava/shaders/bar_spectrum.frag | 79 |
1 files changed, 0 insertions, 79 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); - } -}
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