dotfiles/.config/cava/shaders/winamp_line_style_spectrum.frag
2025-05-04 01:58:16 -07:00

112 lines
2.8 KiB
GLSL

#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);
}
}