Implement sound buffer texture
Texture channel 0 has a 512x2 texture with audio samples. For now, fill it with dummy data (ascending slope), so we can see some output. Signed-off-by: David Oberhollenzer <goliath@infraroot.at>
This commit is contained in:
parent
542669ef04
commit
8c47f2726c
4 changed files with 96 additions and 3 deletions
1
shader.c
1
shader.c
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@ -31,6 +31,7 @@ static const char *frag_src_pre =
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"uniform vec4 iDate;\n"
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"uniform vec4 iDate;\n"
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"uniform float iSampleRate;\n"
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"uniform float iSampleRate;\n"
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"uniform vec3 iChannelResolution[4];\n"
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"uniform vec3 iChannelResolution[4];\n"
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"uniform sampler2D iChannel0;"
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"\n";
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"\n";
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static const char *frag_src_post =
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static const char *frag_src_post =
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55
shadermeh.c
55
shadermeh.c
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@ -20,6 +20,9 @@ static GLfloat vertex_buffer[] = {
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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};
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};
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static GLubyte audio_buffer[AUDIO_SAMPLES * AUDIO_CHANNELS];
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static float audio_sample_data[AUDIO_SAMPLES];
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static double diff_timespec(const struct timespec *time1,
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static double diff_timespec(const struct timespec *time1,
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const struct timespec *time0)
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const struct timespec *time0)
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{
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{
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@ -72,10 +75,11 @@ static const struct option long_opts[] = {
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{ "height", required_argument, NULL, 'h' },
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{ "height", required_argument, NULL, 'h' },
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{ "shader", required_argument, NULL, 's' },
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{ "shader", required_argument, NULL, 's' },
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{ "to-stdout", no_argument, NULL, 'S' },
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{ "to-stdout", no_argument, NULL, 'S' },
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{ "stdin-audio", no_argument, NULL, 'a' },
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{ NULL, 0, NULL, 0 },
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{ NULL, 0, NULL, 0 },
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};
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};
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static const char *short_opts = "w:h:s:S";
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static const char *short_opts = "w:h:s:Sa";
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static const char *usage_str =
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static const char *usage_str =
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"shadermeh OPTIONS...\n"
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"shadermeh OPTIONS...\n"
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@ -85,21 +89,23 @@ static const char *usage_str =
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" --width, -w <pixels>\n"
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" --width, -w <pixels>\n"
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" --height, -h <pixels>\n"
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" --height, -h <pixels>\n"
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"\n"
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"\n"
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" --to-stdout, -S\n"
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" --to-stdout, -S Poop raw RGB24 frames to stdout (blocking)\n"
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" --stdin-audio, -a Read raw PCM audio from stdin (non-blocking)\n"
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"\n"
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"\n"
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" --shader, -s <shader file>\n"
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" --shader, -s <shader file>\n"
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"\n";
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"\n";
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int main(int argc, char **argv)
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int main(int argc, char **argv)
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{
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{
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GLuint vao, vbo, fbo, fbo_tex, sound_tex, sampler_sound;
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GLuint u_iResolution, u_iTime, u_iTimeDelta, u_iFrame;
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GLuint u_iResolution, u_iTime, u_iTimeDelta, u_iFrame;
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struct timespec start, frame_start, frame_end;
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struct timespec start, frame_start, frame_end;
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unsigned int width, height, iFrame = 0;
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unsigned int width, height, iFrame = 0;
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void *fb32 = NULL, *fb24 = NULL;
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void *fb32 = NULL, *fb24 = NULL;
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const char *shader_file = NULL;
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const char *shader_file = NULL;
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GLuint vao, vbo, fbo, fbo_tex;
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GLint major, minor, prog;
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GLint major, minor, prog;
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float iTime, iTimeDelta;
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float iTime, iTimeDelta;
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bool have_audio = false;
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bool to_stdout = false;
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bool to_stdout = false;
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window *wnd;
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window *wnd;
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int i;
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int i;
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@ -126,6 +132,9 @@ int main(int argc, char **argv)
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case 'S':
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case 'S':
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to_stdout = true;
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to_stdout = true;
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break;
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break;
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case 'a':
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have_audio = true;
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break;
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default:
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default:
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fputs(usage_str, stderr);
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fputs(usage_str, stderr);
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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@ -222,6 +231,22 @@ int main(int argc, char **argv)
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glUniform3f(u_iResolution, width, height, 0.0f);
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glUniform3f(u_iResolution, width, height, 0.0f);
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glUniform1i(glGetUniformLocation(prog, "iChannel0"), 0);
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/************************* textures *************************/
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glGenTextures(1, &sound_tex);
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glBindTexture(GL_TEXTURE_2D, sound_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
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AUDIO_SAMPLES, AUDIO_CHANNELS, 0,
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GL_RED, GL_UNSIGNED_BYTE, audio_buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenSamplers(1, &sampler_sound);
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glSamplerParameteri(sampler_sound, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(sampler_sound, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindSampler(0, sampler_sound);
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/******************** framebuffer object ********************/
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/******************** framebuffer object ********************/
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if (to_stdout) {
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if (to_stdout) {
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glGenFramebuffers(1, &fbo);
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glGenFramebuffers(1, &fbo);
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@ -242,6 +267,10 @@ int main(int argc, char **argv)
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}
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}
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/******************** drawing loop ********************/
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/******************** drawing loop ********************/
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for (i = 0; i < AUDIO_SAMPLES; ++i) {
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audio_sample_data[i] = (float)i / (float)AUDIO_SAMPLES;
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}
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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while (to_stdout || window_handle_events()) {
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while (to_stdout || window_handle_events()) {
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@ -252,7 +281,24 @@ int main(int argc, char **argv)
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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if (have_audio) {
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glBindTexture(GL_TEXTURE_2D, sound_tex);
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for (i = 0; i < AUDIO_SAMPLES; ++i) {
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audio_buffer[i] = 255.0f * audio_sample_data[i];
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audio_buffer[AUDIO_SAMPLES + i] =
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audio_buffer[i];
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
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AUDIO_SAMPLES, AUDIO_CHANNELS, 0,
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GL_RED, GL_UNSIGNED_BYTE, audio_buffer);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (to_stdout) {
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if (to_stdout) {
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glFlush();
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glFlush();
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@ -291,6 +337,9 @@ int main(int argc, char **argv)
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}
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}
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/******************** cleanup ********************/
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/******************** cleanup ********************/
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glDeleteTextures(1, &sound_tex);
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glDeleteSamplers(1, &sampler_sound);
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if (to_stdout) {
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if (to_stdout) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &fbo);
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glDeleteFramebuffers(1, &fbo);
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@ -25,6 +25,9 @@
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#include <errno.h>
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#include <errno.h>
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#include <time.h>
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#include <time.h>
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#define AUDIO_SAMPLES (512)
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#define AUDIO_CHANNELS (2)
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typedef struct {
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typedef struct {
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Window wnd;
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Window wnd;
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GLXContext gl;
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GLXContext gl;
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40
shaders/osci.frag
Normal file
40
shaders/osci.frag
Normal file
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@ -0,0 +1,40 @@
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// Created by inigo quilez - iq/2013
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// https://www.youtube.com/c/InigoQuilez
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// https://iquilezles.org/
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// See also:
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//
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// Input - Keyboard : https://www.shadertoy.com/view/lsXGzf
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// Input - Microphone : https://www.shadertoy.com/view/llSGDh
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// Input - Mouse : https://www.shadertoy.com/view/Mss3zH
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// Input - Sound : https://www.shadertoy.com/view/Xds3Rr
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// Input - SoundCloud : https://www.shadertoy.com/view/MsdGzn
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// Input - Time : https://www.shadertoy.com/view/lsXGz8
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// Input - TimeDelta : https://www.shadertoy.com/view/lsKGWV
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// Inout - 3D Texture : https://www.shadertoy.com/view/4llcR4
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// create pixel coordinates
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vec2 uv = fragCoord.xy / iResolution.xy;
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// the sound texture is 512x2
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int tx = int(uv.x * 512.0);
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// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
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float fft = texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
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// second row is the sound wave, one texel is one mono sample
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float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
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// convert frequency to colors
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vec3 col = vec3( fft, 4.0*fft*(1.0-fft), 1.0-fft ) * fft;
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// add wave form on top
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col += 1.0 - smoothstep(0.0, 0.15, abs(wave - uv.y));
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// output final color
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fragColor = vec4(col,1.0);
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}
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