enable hidpi
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132
linux-hidpi/glava/graph/1.frag
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132
linux-hidpi/glava/graph/1.frag
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layout(pixel_center_integer) in vec4 gl_FragCoord;
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#request uniform "screen" screen
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uniform ivec2 screen; /* screen dimensions */
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#request uniform "audio_sz" audio_sz
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uniform int audio_sz;
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/* When we transform our audio, we need to go through the following steps:
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transform -> "window"
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First, apply a window function to taper off the ends of the spectrum, helping
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avoid artifacts in the FFT output.
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transform -> "fft"
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Apply the Fast Fourier Transform algorithm to separate raw audio data (waves)
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into their respective spectrums.
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transform -> "fft"
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As part of the FFT process, we return spectrum magnitude on a log(n) scale,
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as this is how the (decibel) dB scale functions.
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transform -> "gravity"
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To help make our data more pleasing to look at, we apply our data received over
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time to a buffer, taking the max of either the existing value in the buffer or
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the data from the input. We then reduce the data by the 'gravity step', and
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return the storage buffer.
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This makes frequent and abrupt changes in frequency less distracting, and keeps
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short frequency responses on the screen longer.
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transform -> "avg"
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As a final step, we take the average of several data frames (specified by
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'setavgframes') and return the result to further help smooth the resulting
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animation. In order to mitigate abrupt changes to the average, the values
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at each end of the average buffer can be weighted less with a window function
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(the same window function used at the start of this step!). It can be disabled
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with 'setavgwindow'.
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*/
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#include ":util/smooth.glsl"
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#include "@graph.glsl"
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#include ":graph.glsl"
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#request uniform "audio_l" audio_l
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#request transform audio_l "window"
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#request transform audio_l "fft"
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#request transform audio_l "gravity"
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#request transform audio_l "avg"
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uniform sampler1D audio_l;
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#request uniform "audio_r" audio_r
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#request transform audio_r "window"
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#request transform audio_r "fft"
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#request transform audio_r "gravity"
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#request transform audio_r "avg"
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uniform sampler1D audio_r;
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out vec4 fragment;
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/* distance from center */
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#define CDIST (abs((screen.x / 2) - gl_FragCoord.x) / screen.x)
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/* distance from sides (far) */
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#define FDIST (min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x)
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#if DIRECTION < 0
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#define LEFT_IDX (gl_FragCoord.x)
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#define RIGHT_IDX (-gl_FragCoord.x + screen.x)
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/* distance from base frequencies */
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#define BDIST FDIST
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/* distance from high frequencies */
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#define HDIST CDIST
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#else
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#define LEFT_IDX (half_w - gl_FragCoord.x)
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#define RIGHT_IDX (gl_FragCoord.x - half_w)
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#define BDIST CDIST
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#define HDIST FDIST
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#endif
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#define TWOPI 6.28318530718
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float half_w;
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float middle;
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highp float pixel = 1.0F / float(screen.x);
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float get_line_height(in sampler1D tex, float idx) {
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float s = smooth_audio_adj(tex, audio_sz, idx / half_w, pixel);
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/* scale the data upwards so we can see it */
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s *= VSCALE;
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/* clamp far ends of the screen down to make the ends of the graph smoother */
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float fact = clamp((abs((screen.x / 2) - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
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#if JOIN_CHANNELS > 0
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fact = -2 * pow(fact, 3) + 3 * pow(fact, 2); /* To avoid spikes */
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s = fact * s + (1 - fact) * middle;
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#else
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s *= fact;
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#endif
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s *= clamp((min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
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return s;
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}
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void render_side(in sampler1D tex, float idx) {
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float s = get_line_height(tex, idx);
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/* and finally set fragment color if we are in range */
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#if INVERT > 0
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float pos = float(screen.y) - gl_FragCoord.y;
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#else
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float pos = gl_FragCoord.y;
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#endif
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if (pos + 1.5 <= s) {
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fragment = COLOR;
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} else {
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fragment = vec4(0, 0, 0, 0);
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}
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}
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void main() {
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half_w = (screen.x / 2);
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middle = VSCALE * (smooth_audio_adj(audio_l, audio_sz, 1, pixel) + smooth_audio_adj(audio_r, audio_sz, 0, pixel)) / 2;
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if (gl_FragCoord.x < half_w) {
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render_side(audio_l, LEFT_IDX);
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} else {
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render_side(audio_r, RIGHT_IDX);
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}
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}
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