#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); } }