From 8a2e1006b3b272126332aa064f3ad95387129544 Mon Sep 17 00:00:00 2001 From: Biswakalyan Bhuyan Date: Thu, 13 Feb 2025 14:13:49 +0530 Subject: new dot files --- .config/cava/config | 4 +- .config/cava/shaders/bar_spectrum.frag | 79 +++++++++++++++++++++++++++++++ .config/cava/shaders/northern_lights.frag | 34 +++++++++++++ .config/cava/shaders/pass_through.vert | 14 ++++++ 4 files changed, 129 insertions(+), 2 deletions(-) create mode 100644 .config/cava/shaders/bar_spectrum.frag create mode 100644 .config/cava/shaders/northern_lights.frag create mode 100644 .config/cava/shaders/pass_through.vert (limited to '.config/cava') diff --git a/.config/cava/config b/.config/cava/config index 3b52728..a66a7a8 100644 --- a/.config/cava/config +++ b/.config/cava/config @@ -59,8 +59,8 @@ # 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 -; method = pulse -; source = auto +method = pulse +source = auto ; method = alsa ; source = hw:Loopback,1 diff --git a/.config/cava/shaders/bar_spectrum.frag b/.config/cava/shaders/bar_spectrum.frag new file mode 100644 index 0000000..b078913 --- /dev/null +++ b/.config/cava/shaders/bar_spectrum.frag @@ -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); + } +} \ No newline at end of file diff --git a/.config/cava/shaders/northern_lights.frag b/.config/cava/shaders/northern_lights.frag new file mode 100644 index 0000000..ecd859a --- /dev/null +++ b/.config/cava/shaders/northern_lights.frag @@ -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; +} diff --git a/.config/cava/shaders/pass_through.vert b/.config/cava/shaders/pass_through.vert new file mode 100644 index 0000000..a4f20e5 --- /dev/null +++ b/.config/cava/shaders/pass_through.vert @@ -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; +} -- cgit v1.2.3-59-g8ed1b