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53
cava/shaders/spectrogram.frag
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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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