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27 changed files with 4033 additions and 39 deletions
79
cava/shaders/bar_spectrum.frag
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79
cava/shaders/bar_spectrum.frag
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space bewteen bars (configurable)
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uniform vec3 u_resolution; // window resolution
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//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
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{
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//create color based on fraction of this color and next color
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float yr = (y - y_min) / (y_max - y_min);
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return col_1 * (1.0 - yr) + col_2 * yr;
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}
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void main()
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{
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// find which bar to use based on where we are on the x axis
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float x = u_resolution.x * fragCoord.x;
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int bar = int(bars_count * fragCoord.x);
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//calculate a bar size
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float bar_size = u_resolution.x / bars_count;
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//the y coordinate and bar values are the same
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float y = bars[bar];
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// make sure there is a thin line at bottom
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if (y * u_resolution.y < 1.0)
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{
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y = 1.0 / u_resolution.y;
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}
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//draw the bar up to current height
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if (y > fragCoord.y)
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{
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//make some space between bars basen on settings
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if (x > (bar + 1) * (bar_size) - bar_spacing)
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{
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fragColor = vec4(bg_color,1.0);
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}
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else
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{
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if (gradient_count == 0)
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{
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fragColor = vec4(fg_color,1.0);
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}
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else
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{
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//find which color in the configured gradient we are at
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int color = int((gradient_count - 1) * fragCoord.y);
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//find where on y this and next color is supposed to be
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float y_min = color / (gradient_count - 1.0);
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float y_max = (color + 1.0) / (gradient_count - 1.0);
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//make color
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fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
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}
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}
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}
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else
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{
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fragColor = vec4(bg_color,1.0);
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}
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}
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34
cava/shaders/northern_lights.frag
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34
cava/shaders/northern_lights.frag
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform vec3 u_resolution; // window resolution, not used here
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//colors, configurable in cava config file
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uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
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uniform vec3 fg_color; // foreground color, not used here
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void main()
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{
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// find which bar to use based on where we are on the x axis
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int bar = int(bars_count * fragCoord.x);
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float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
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float y = (bars[bar]) * bar_y;
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float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
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float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
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bar_r = bar_r * bar_r * 2;
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// set color
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fragColor.r = fg_color.x * y * bar_r;
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fragColor.g = fg_color.y * y * bar_r;
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fragColor.b = fg_color.z * y * bar_r;
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}
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14
cava/shaders/pass_through.vert
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cava/shaders/pass_through.vert
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#version 330
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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// Output data ; will be interpolated for each fragment.
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out vec2 fragCoord;
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void main()
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{
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gl_Position = vec4(vertexPosition_modelspace,1);
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fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
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}
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53
cava/shaders/spectrogram.frag
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53
cava/shaders/spectrogram.frag
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high
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// to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space bewteen bars (configurable)
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uniform vec3 u_resolution; // window resolution
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// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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uniform sampler2D inputTexture; // Texture from the first render pass
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vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
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// create color based on fraction of this color and next color
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float yr = (y - y_min) / (y_max - y_min);
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return col_1 * (1.0 - yr) + col_2 * yr;
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}
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void main() {
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// find which bar to use based on where we are on the y axis
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int bar = int(bars_count * fragCoord.y);
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float y = bars[bar];
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float band_size = 1.0 / float(bars_count);
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float current_band_min = bar * band_size;
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float current_band_max = (bar + 1) * band_size;
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int hist_length = 512;
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float win_size = 1.0 / hist_length;
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if (fragCoord.x > 1.0 - win_size) {
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if (fragCoord.y > current_band_min && fragCoord.y < current_band_max) {
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fragColor = vec4(fg_color * y, 1.0);
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}
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} else {
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vec2 offsetCoord = fragCoord;
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offsetCoord.x += float(win_size);
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fragColor = texture(inputTexture, offsetCoord);
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}
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}
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112
cava/shaders/winamp_line_style_spectrum.frag
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112
cava/shaders/winamp_line_style_spectrum.frag
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#version 330
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// Emulate the "line style" spectrum analyzer from Winamp 2.
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// Try this config for a demonstration:
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/*
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[general]
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bar_width = 2
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bar_spacing = 0
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higher_cutoff_freq = 22000
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[output]
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method = sdl_glsl
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channels = mono
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fragment_shader = winamp_line_style_spectrum.frag
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[color]
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background = '#000000'
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gradient = 1
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gradient_color_1 = '#319C08'
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gradient_color_2 = '#29CE10'
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gradient_color_3 = '#BDDE29'
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gradient_color_4 = '#DEA518'
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gradient_color_5 = '#D66600'
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gradient_color_6 = '#CE2910'
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[smoothing]
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noise_reduction = 10
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*/
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space bewteen bars (configurable)
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uniform vec3 u_resolution; // window resolution
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//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
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{
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//create color based on fraction of this color and next color
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float yr = (y - y_min) / (y_max - y_min);
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return col_1 * (1.0 - yr) + col_2 * yr;
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}
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void main()
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{
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// find which bar to use based on where we are on the x axis
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float x = u_resolution.x * fragCoord.x;
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int bar = int(bars_count * fragCoord.x);
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//calculate a bar size
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float bar_size = u_resolution.x / bars_count;
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//the y coordinate is stretched by 4X to resemble Winamp
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float y = min(bars[bar] * 4.0, 1.0);
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// make sure there is a thin line at bottom
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if (y * u_resolution.y < 1.0)
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{
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y = 1.0 / u_resolution.y;
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}
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vec4 bar_color;
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if (gradient_count == 0)
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{
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bar_color = vec4(fg_color,1.0);
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}
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else
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{
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//find color in the configured gradient for the top of the bar
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int color = int((gradient_count - 1) * y);
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//find where on y this and next color is supposed to be
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float y_min = float(color) / (gradient_count - 1.0);
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float y_max = float(color + 1) / (gradient_count - 1.0);
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//make a solid color for the entire bar
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bar_color = vec4(normalize_C(y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
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}
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//draw the bar up to current height
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if (y > fragCoord.y)
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{
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//make some space between bars based on settings
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if (x > (bar + 1) * (bar_size) - bar_spacing)
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{
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fragColor = vec4(bg_color,1.0);
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}
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else
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{
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fragColor = bar_color;
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}
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}
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else
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{
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fragColor = vec4(bg_color,1.0);
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}
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}
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