This commit is contained in:
2024-07-08 22:46:35 +02:00
parent 02f44c49d2
commit 27254d817a
56249 changed files with 808097 additions and 1 deletions

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[color]
gradient = 1
gradient_color_1 = '#80DEEA' # Material Cyan
gradient_color_2 = '#81D4FA' # Material Light Blue
gradient_color_3 = '#4FC3F7' # Material Blue
gradient_color_4 = '#42A5F5' # Material Blue Accent
gradient_color_5 = '#7E57C2' # Material Deep Purple
gradient_color_6 = '#BA68C8' # Material Purple
gradient_color_7 = '#EC407A' # Material Pink
gradient_color_8 = '#E57373' # Material Red

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#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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#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 vec3 u_resolution; // window resolution, not used here
//colors, configurable in cava config file
uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
uniform vec3 fg_color; // foreground color, not used here
void main()
{
// find which bar to use based on where we are on the x axis
int bar = int(bars_count * fragCoord.x);
float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
float y = (bars[bar]) * bar_y;
float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
bar_r = bar_r * bar_r * 2;
// set color
fragColor.r = fg_color.x * y * bar_r;
fragColor.g = fg_color.y * y * bar_r;
fragColor.b = fg_color.z * y * bar_r;
}

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#version 330
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 fragCoord;
void main()
{
gl_Position = vec4(vertexPosition_modelspace,1);
fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
}