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184
.config/cava/config
Normal file
184
.config/cava/config
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@@ -0,0 +1,184 @@
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## Configuration file for CAVA. Default values are commented out. Use either ';' or '#' for commenting.
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[general]
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# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0
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mode = 'scientific'
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# Accepts only non-negative values.
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framerate = 144
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# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
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# new as of 0.6.0 autosens of low values (dynamic range)
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# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0
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; autosens = 1
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; overshoot = 0
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# Manual sensitivity in %. Autosens must be turned off for this to take effect.
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# 200 means double height. Accepts only non-negative values.
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sensitivity = 100
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# The number of bars (0-200). 0 sets it to auto (fill up console).
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# Bars' width and space between bars in number of characters.
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bars = 0
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bar_width = 2
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bar_spacing = 0
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# Lower and higher cutoff frequencies for lowest and highest bars
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# the bandwidth of the visualizer.
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# Note: there is a minimum total bandwidth of 43Mhz x number of bars.
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# Cava will automatically increase the higher cutoff if a too low band is specified.
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; lower_cutoff_freq = 50
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; higher_cutoff_freq = 10000
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# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and
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# only check for input once per second. Cava will wake up once input is detected. 0 = disable.
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; sleep_timer = 0
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[input]
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# Audio capturing method. Possible methods are: 'pulse', 'alsa', 'fifo', 'sndio' or 'shmem'
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# Defaults to 'pulse', 'alsa' or 'fifo', in that order, dependent on what support cava was built with.
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#
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# All input methods uses the same config variable 'source'
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# to define where it should get the audio.
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#
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# For pulseaudio 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink
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# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them).
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#
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# For alsa 'source' will be the capture device.
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# For fifo 'source' will be the path to fifo-file.
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# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address
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method = pipewire
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source = auto
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; method = alsa
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; source = hw:Loopback,1
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; method = fifo
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; source = /tmp/mpd.fifo
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; sample_rate = 44100
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; sample_bits = 16
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; method = shmem
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; source = /squeezelite-AA:BB:CC:DD:EE:FF
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; method = portaudio
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; source = auto
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[output]
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# Output method. Can be 'ncurses', 'noncurses' or 'raw'.
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# 'noncurses' uses a custom framebuffer technique and draws only changes
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# from frame to frame. 'ncurses' is default if supported
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#
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# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data
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# stream of the bar heights that can be used to send to other applications.
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# 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above.
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method = ncurses
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# Visual channels. Can be 'stereo' or 'mono'.
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# 'stereo' mirrors both channels with low frequencies in center.
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# 'mono' outputs left to right lowest to highest frequencies.
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# 'mono_option' set mono to either take input from 'left', 'right' or 'average'.
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; channels = stereo
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; mono_option = average
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# Raw output target. A fifo will be created if target does not exist.
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; raw_target = /dev/stdout
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# Raw data format. Can be 'binary' or 'ascii'.
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data_format = ascii
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# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530).
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bit_format = 16bit
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# Ascii max value. In 'ascii' mode range will run from 0 to value specified here
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ascii_max_range = 1000
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# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters.
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# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)).
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bar_delimiter = 59
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frame_delimiter = 10
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[color]
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# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow.
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# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires
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# ncurses output method and a terminal that can change color definitions such as Gnome-terminal or rxvt.
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# if supported, ncurses mode will be forced on if user defined colors are used.
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# default is to keep current terminal color
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; foreground = blue
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foreground = red
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# Gradient mode, only hex defined colors (and thereby ncurses mode) are supported,
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# background must also be defined in hex or remain commented out. 1 = on, 0 = off.
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# You can define as many as 8 different colors. They range from bottom to top of screen
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gradient = 1
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gradient_count = 8
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# macchiato w/background
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background = '#24273A'
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gradient_color_1 = '#8bd5ca'
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gradient_color_2 = '#91d7e3'
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gradient_color_3 = '#7dc4e4'
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gradient_color_4 = '#8aadf4'
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gradient_color_5 = '#c6a0f6'
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gradient_color_6 = '#f5bde6'
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gradient_color_7 = '#ee99a0'
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gradient_color_8 = '#ed8796'
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# macchiato rainbow
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# background = '#24273A'
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# gradient_color_1 = '#ED8796'
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# gradient_color_2 = '#F5A97F'
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# gradient_color_3 = '#EED49F'
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# gradient_color_4 = '#A6DA95'
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# gradient_color_5 = '#7DC4E4'
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# gradient_color_6 = '#8AADF4'
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# gradient_color_7 = '#B7BDF8'
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# gradient_color_8 = '#C6A0F6'
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[smoothing]
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# Percentage value for integral smoothing. Takes values from 0 - 100.
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# Higher values means smoother, but less precise. 0 to disable.
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integral = 0
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# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable.
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; monstercat = 1
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; waves = 1
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# Set gravity percentage for "drop off". Higher values means bars will drop faster.
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# Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off".
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; gravity = 100
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# In bar height, bars that would have been lower that this will not be drawn.
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; ignore = 0
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[eq]
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# This one is tricky. You can have as much keys as you want.
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# Remember to uncomment more then one key! More keys = more precision.
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# Look at readme.md on github for further explanations and examples.
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; 1 = 1 # bass
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; 2 = 1
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; 3 = 1 # midtone
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; 4 = 1
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; 5 = 1 # treble
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1=2
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2=2
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3=1
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4=1
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5=0.6
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165
.config/cava/config.bak
Normal file
165
.config/cava/config.bak
Normal file
@@ -0,0 +1,165 @@
|
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## Configuration file for CAVA. Default values are commented out. Use either ';' or '#' for commenting.
|
||||
|
||||
|
||||
[general]
|
||||
|
||||
# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0
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; mode = normal
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# Accepts only non-negative values.
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; framerate = 60
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|
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# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
|
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# new as of 0.6.0 autosens of low values (dynamic range)
|
||||
# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0
|
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; autosens = 1
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; overshoot = 20
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# Manual sensitivity in %. If autosens is enabled, this will only be the initial value.
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# 200 means double height. Accepts only non-negative values.
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; sensitivity = 100
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# The number of bars (0-200). 0 sets it to auto (fill up console).
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# Bars' width and space between bars in number of characters.
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; bars = 0
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; bar_width = 2
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; bar_spacing = 1
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|
||||
|
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# Lower and higher cutoff frequencies for lowest and highest bars
|
||||
# the bandwidth of the visualizer.
|
||||
# Note: there is a minimum total bandwidth of 43Mhz x number of bars.
|
||||
# Cava will automatically increase the higher cutoff if a too low band is specified.
|
||||
; lower_cutoff_freq = 50
|
||||
; higher_cutoff_freq = 10000
|
||||
|
||||
|
||||
# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and
|
||||
# only check for input once per second. Cava will wake up once input is detected. 0 = disable.
|
||||
; sleep_timer = 0
|
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|
||||
|
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[input]
|
||||
|
||||
# Audio capturing method. Possible methods are: 'pulse', 'alsa', 'fifo', 'sndio' or 'shmem'
|
||||
# Defaults to 'pulse', 'alsa' or 'fifo', in that order, dependent on what support cava was built with.
|
||||
#
|
||||
# All input methods uses the same config variable 'source'
|
||||
# to define where it should get the audio.
|
||||
#
|
||||
# For pulseaudio 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink
|
||||
# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them).
|
||||
#
|
||||
# For alsa 'source' will be the capture device.
|
||||
# For fifo 'source' will be the path to fifo-file.
|
||||
# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address
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; method = pulse
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; source = auto
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; method = alsa
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; source = hw:Loopback,1
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; method = fifo
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; source = /tmp/mpd.fifo
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; sample_rate = 44100
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; sample_bits = 16
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; method = shmem
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; source = /squeezelite-AA:BB:CC:DD:EE:FF
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; method = portaudio
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; source = auto
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|
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[output]
|
||||
|
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# Output method. Can be 'ncurses', 'noncurses' or 'raw'.
|
||||
# 'noncurses' uses a custom framebuffer technique and draws only changes
|
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# from frame to frame. 'ncurses' is default if supported
|
||||
#
|
||||
# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data
|
||||
# stream of the bar heights that can be used to send to other applications.
|
||||
# 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above.
|
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; method = ncurses
|
||||
|
||||
# Visual channels. Can be 'stereo' or 'mono'.
|
||||
# 'stereo' mirrors both channels with low frequencies in center.
|
||||
# 'mono' outputs left to right lowest to highest frequencies.
|
||||
# 'mono_option' set mono to either take input from 'left', 'right' or 'average'.
|
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; channels = stereo
|
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; mono_option = average
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|
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# Raw output target. A fifo will be created if target does not exist.
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; raw_target = /dev/stdout
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|
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# Raw data format. Can be 'binary' or 'ascii'.
|
||||
; data_format = binary
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|
||||
# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530).
|
||||
; bit_format = 16bit
|
||||
|
||||
# Ascii max value. In 'ascii' mode range will run from 0 to value specified here
|
||||
; ascii_max_range = 1000
|
||||
|
||||
# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters.
|
||||
# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)).
|
||||
; bar_delimiter = 59
|
||||
; frame_delimiter = 10
|
||||
|
||||
|
||||
|
||||
[color]
|
||||
|
||||
# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow.
|
||||
# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires
|
||||
# ncurses output method and a terminal that can change color definitions such as Gnome-terminal or rxvt.
|
||||
# if supported, ncurses mode will be forced on if user defined colors are used.
|
||||
# default is to keep current terminal color
|
||||
; background = default
|
||||
; foreground = default
|
||||
|
||||
# Gradient mode, only hex defined colors (and thereby ncurses mode) are supported,
|
||||
# background must also be defined in hex or remain commented out. 1 = on, 0 = off.
|
||||
# You can define as many as 8 different colors. They range from bottom to top of screen
|
||||
; gradient = 0
|
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; gradient_count = 8
|
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; gradient_color_1 = '#59cc33'
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; gradient_color_2 = '#80cc33'
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; gradient_color_3 = '#a6cc33'
|
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; gradient_color_4 = '#cccc33'
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; gradient_color_5 = '#cca633'
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; gradient_color_6 = '#cc8033'
|
||||
; gradient_color_7 = '#cc5933'
|
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; gradient_color_8 = '#cc3333'
|
||||
|
||||
|
||||
|
||||
[smoothing]
|
||||
|
||||
# Percentage value for integral smoothing. Takes values from 0 - 100.
|
||||
# Higher values means smoother, but less precise. 0 to disable.
|
||||
; integral = 77
|
||||
|
||||
# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable.
|
||||
; monstercat = 0
|
||||
; waves = 0
|
||||
|
||||
# Set gravity percentage for "drop off". Higher values means bars will drop faster.
|
||||
# Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off".
|
||||
; gravity = 100
|
||||
|
||||
|
||||
# In bar height, bars that would have been lower that this will not be drawn.
|
||||
; ignore = 0
|
||||
|
||||
|
||||
[eq]
|
||||
|
||||
# This one is tricky. You can have as much keys as you want.
|
||||
# Remember to uncomment more then one key! More keys = more precision.
|
||||
# Look at readme.md on github for further explanations and examples.
|
||||
; 1 = 1 # bass
|
||||
; 2 = 1
|
||||
; 3 = 1 # midtone
|
||||
; 4 = 1
|
||||
; 5 = 1 # treble
|
||||
79
.config/cava/shaders/bar_spectrum.frag
Normal file
79
.config/cava/shaders/bar_spectrum.frag
Normal file
@@ -0,0 +1,79 @@
|
||||
#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);
|
||||
}
|
||||
}
|
||||
38
.config/cava/shaders/normalized_bars.frag
Normal file
38
.config/cava/shaders/normalized_bars.frag
Normal file
@@ -0,0 +1,38 @@
|
||||
#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
|
||||
|
||||
float normalize_C(float x, float x_min, float x_max, float r_min, float r_max )
|
||||
{
|
||||
float xr;
|
||||
xr = (r_max-r_min) * (x - x_min) / (x_max - x_min) + r_min;
|
||||
return xr;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// find which bar to use based on where we are on the x axis
|
||||
int bar = int(bars_count * fragCoord.x);
|
||||
|
||||
// create a normal along the y axis based on the bar height
|
||||
float x = normalize_C(fragCoord.y, 1.0, 0.0, 0.0, bars[bar]);
|
||||
|
||||
// set color
|
||||
fragColor.r=fg_color.x*x;
|
||||
fragColor.g=fg_color.y*x;
|
||||
fragColor.b=fg_color.z*x;
|
||||
fragColor.a=1.0;
|
||||
|
||||
}
|
||||
34
.config/cava/shaders/northern_lights.frag
Normal file
34
.config/cava/shaders/northern_lights.frag
Normal file
@@ -0,0 +1,34 @@
|
||||
#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;
|
||||
}
|
||||
14
.config/cava/shaders/pass_through.vert
Normal file
14
.config/cava/shaders/pass_through.vert
Normal file
@@ -0,0 +1,14 @@
|
||||
#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;
|
||||
}
|
||||
53
.config/cava/shaders/spectrogram.frag
Normal file
53
.config/cava/shaders/spectrogram.frag
Normal file
@@ -0,0 +1,53 @@
|
||||
#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
|
||||
|
||||
uniform sampler2D inputTexture; // Texture from the first render pass
|
||||
|
||||
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 y axis
|
||||
int bar = int(bars_count * fragCoord.y);
|
||||
float y = bars[bar];
|
||||
float band_size = 1.0 / float(bars_count);
|
||||
float current_band_min = bar * band_size;
|
||||
float current_band_max = (bar + 1) * band_size;
|
||||
|
||||
int hist_length = 512;
|
||||
float win_size = 1.0 / hist_length;
|
||||
|
||||
if (fragCoord.x > 1.0 - win_size) {
|
||||
|
||||
if (fragCoord.y > current_band_min && fragCoord.y < current_band_max) {
|
||||
|
||||
fragColor = vec4(fg_color * y, 1.0);
|
||||
}
|
||||
} else {
|
||||
vec2 offsetCoord = fragCoord;
|
||||
offsetCoord.x += float(win_size);
|
||||
fragColor = texture(inputTexture, offsetCoord);
|
||||
}
|
||||
}
|
||||
112
.config/cava/shaders/winamp_line_style_spectrum.frag
Normal file
112
.config/cava/shaders/winamp_line_style_spectrum.frag
Normal file
@@ -0,0 +1,112 @@
|
||||
#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);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user