diff options
Diffstat (limited to 'env/.config/cava/shaders/winamp_line_style_spectrum.frag')
| -rw-r--r-- | env/.config/cava/shaders/winamp_line_style_spectrum.frag | 112 |
1 files changed, 0 insertions, 112 deletions
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); - } -}
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