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166
config/cava/config
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166
config/cava/config
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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'.
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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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# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
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# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens.
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; autosens = 1
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; overshoot = 20
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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 = 4
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bar_spacing = 1
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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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[input]
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# Audio capturing method. Possible methods are: 'pulse', 'alsa' or 'fifo'.
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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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method = pulse
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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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[output]
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# Ouput method. Can be 'ncurses', 'noncurses' or 'raw'.
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# 'noncurses' is for systems that does not suport ncurses.
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# 'raw' is a 16 bit data 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 styles. Can be 'stereo' or 'mono'.
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# 'stereo' mirrors both channels with low frequencies in center.
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# 'mono' averages both channels and outputs left to right lowest to highest frequencies.
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style = mono
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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 = binary
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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 a
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# # terminal that can change color definitions such as Gnome-terminal or rxvt.
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# ; background = black
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# ; foreground = cyan
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# # Gradient mode, only hex defined colors are supported, background must also be defined in hex
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# # or remain commented out. 1 = on, 0 = off. Warning: for certain terminal emulators cava will
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# # not able to restore color definitions on exit, simply restart your terminal to restore colors.
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#gradient = 1
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#gradient_color_1 = '#d79922'
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#gradient_color_2 = '#cd241d'
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[smoothing]
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# Multiplier for the integral smoothing calculations. Takes values from 0-0.99.
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# Higher values means smoother, but less precise. Set to 0 to disable.
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; integral = 0.7
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# Disables or enables the so-called "Monstercat smoothing". Set to 0 to disable.
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; monstercat = 1
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; waves = 1
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# Set gravity multiplier for "drop off". Higher values means bars will drop faster.
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# Accepts only non-negative values. 0.5 means half gravity, 2 means double. Set to 0 to disable "drop off".
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; gravity = 1
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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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[color]
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#background = ''
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gradient_color_2 = '#232380'
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gradient_color_3 = '#2C2CA0'
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gradient_color_4 = '#4C4C7E'
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gradient_color_5 = '#5A5AB2'
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gradient_color_6 = '#6C6CB2'
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gradient_color_7 = '#AAAACC'
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gradient_color_8 = '#1A1A60''mono'
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[color]
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gradient = 1
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# gradient_count = 8
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gradient_color_1 = '#fdd402'
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gradient_color_2 = '#fdbe02'
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gradient_color_3 = '#fd9502'
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gradient_color_4 = '#fd9502'
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gradient_color_5 = '#fd4f02'
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gradient_color_6 = '#fd4f02'
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gradient_color_7 = '#fd4f02'
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gradient_color_8 = '#fd1502'
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79
config/cava/shaders/bar_spectrum.frag
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79
config/cava/shaders/bar_spectrum.frag
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space bewteen bars (configurable)
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uniform vec3 u_resolution; // window resolution
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//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
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{
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//create color based on fraction of this color and next color
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float yr = (y - y_min) / (y_max - y_min);
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return col_1 * (1.0 - yr) + col_2 * yr;
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}
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void main()
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{
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// find which bar to use based on where we are on the x axis
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float x = u_resolution.x * fragCoord.x;
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int bar = int(bars_count * fragCoord.x);
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//calculate a bar size
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float bar_size = u_resolution.x / bars_count;
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//the y coordinate and bar values are the same
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float y = bars[bar];
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// make sure there is a thin line at bottom
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if (y * u_resolution.y < 1.0)
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{
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y = 1.0 / u_resolution.y;
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}
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//draw the bar up to current height
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if (y > fragCoord.y)
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{
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//make some space between bars basen on settings
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if (x > (bar + 1) * (bar_size) - bar_spacing)
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{
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fragColor = vec4(bg_color,1.0);
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}
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else
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{
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if (gradient_count == 0)
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{
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fragColor = vec4(fg_color,1.0);
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}
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else
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{
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//find which color in the configured gradient we are at
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int color = int((gradient_count - 1) * fragCoord.y);
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//find where on y this and next color is supposed to be
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float y_min = color / (gradient_count - 1.0);
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float y_max = (color + 1.0) / (gradient_count - 1.0);
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//make color
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fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
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}
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}
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}
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else
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{
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fragColor = vec4(bg_color,1.0);
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}
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}
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117
config/cava/shaders/eye_of_phi.frag
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117
config/cava/shaders/eye_of_phi.frag
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#version 330
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// this shader was stolen from shadertoy user ChunderFPV
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#define SCALE 8.0
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#define PI radians(180.0)
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#define TAU (PI * 2.0)
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#define CS(a) vec2(cos(a), sin(a))
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#define PT(u, r) smoothstep(0.0, r, r - length(u))
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform float shader_time; // shader execution time s
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space bewteen bars (configurable)
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uniform vec3 u_resolution; // window resolution
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// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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// gradient map ( color, equation, time, width, shadow, reciprocal )
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vec3 gm(vec3 c, float n, float t, float w, float d, bool i) {
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float g = min(abs(n), 1.0 / abs(n));
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float s = abs(sin(n * PI - t));
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if (i)
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s = min(s, abs(sin(PI / n + t)));
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return (1.0 - pow(abs(s), w)) * c * pow(g, d) * 6.0;
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}
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// denominator spiral, use 1/n for numerator
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// ( screen xy, spiral exponent, decimal, line width, hardness, rotation )
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float ds(vec2 u, float e, float n, float w, float h, float ro) {
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float ur = length(u); // unit radius
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float sr = pow(ur, e); // spiral radius
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float a = round(sr) * n * TAU; // arc
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vec2 xy = CS(a + ro) * ur; // xy coords
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float l = PT(u - xy, w); // line
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float s = mod(sr + 0.5, 1.0); // gradient smooth
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s = min(s, 1.0 - s); // darken filter
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return l * s * h;
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}
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void main() {
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float t = shader_time / PI * 2.0;
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vec4 m = vec4(0, 0, 0, 0); // iMouse;
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m.xy = m.xy * 2.0 / u_resolution.xy - 1.0; // ±1x, ±1y
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if (m.z > 0.0)
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t += m.y * SCALE; // move time with mouse y
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float z = (m.z > 0.0) ? pow(1.0 - abs(m.y), sign(m.y)) : 1.0; // zoom (+)
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float e = (m.z > 0.0) ? pow(1.0 - abs(m.x), -sign(m.x))
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: 1.0; // screen exponent (+)
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float se = (m.z > 0.0) ? e * -sign(m.y) : 1.0; // spiral exponent
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vec3 bg = vec3(0); // black background
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float aa = 3.0; // anti-aliasing
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for (float j = 0.0; j < aa; j++)
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for (float k = 0.0; k < aa; k++) {
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vec3 c = vec3(0);
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vec2 o = vec2(j, k) / aa;
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vec2 uv = (fragCoord * u_resolution.xy - 0.5 * u_resolution.xy + o) /
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u_resolution.y * SCALE * z; // apply cartesian, scale and zoom
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if (m.z > 0.0)
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uv =
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exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponent
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float px = length(fwidth(uv)); // pixel width
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float x = uv.x; // every pixel on x
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float y = uv.y; // every pixel on y
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float l = length(uv); // hypot of xy: sqrt(x*x+y*y)
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float mc = (x * x + y * y - 1.0) / y; // metallic circle at xy
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float g = min(abs(mc), 1.0 / abs(mc)); // gradient
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vec3 gold = vec3(1.0, 0.6, 0.0) * g * l;
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vec3 blue = vec3(0.3, 0.5, 0.9) * (1.0 - g);
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vec3 rgb = max(gold, blue);
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float w = 0.1; // line width
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float d = 0.4; // shadow depth
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c = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallic
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c = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d,
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false)); // tangent
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c = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d,
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false)); // sqrt cotangent
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c = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d,
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true)); // sqrt circles
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c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1a
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c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1b
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c +=
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rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2a
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c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2b
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c = max(c, 0.0); // clear negative color
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c += pow(max(1.0 - l, 0.0), 3.0 / z); // center glow
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if (m.z > 0.0) // display grid on click
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{
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vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy grid
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c.gb += 0.2 * (1.0 - min(min(xyg.x, xyg.y), 1.0));
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}
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bg += c;
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}
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bg /= aa * aa;
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bg *= sqrt(bg) * 1.5;
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fragColor = vec4(bg, 1.0);
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}
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34
config/cava/shaders/northern_lights.frag
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34
config/cava/shaders/northern_lights.frag
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform vec3 u_resolution; // window resolution, not used here
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//colors, configurable in cava config file
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uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
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uniform vec3 fg_color; // foreground color, not used here
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void main()
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{
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// find which bar to use based on where we are on the x axis
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int bar = int(bars_count * fragCoord.x);
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float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
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float y = (bars[bar]) * bar_y;
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float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
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float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
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bar_r = bar_r * bar_r * 2;
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// set color
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fragColor.r = fg_color.x * y * bar_r;
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fragColor.g = fg_color.y * y * bar_r;
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fragColor.b = fg_color.z * y * bar_r;
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}
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14
config/cava/shaders/pass_through.vert
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14
config/cava/shaders/pass_through.vert
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#version 330
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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// Output data ; will be interpolated for each fragment.
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out vec2 fragCoord;
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void main()
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{
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gl_Position = vec4(vertexPosition_modelspace,1);
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fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
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}
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53
config/cava/shaders/spectrogram.frag
Normal file
53
config/cava/shaders/spectrogram.frag
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@@ -0,0 +1,53 @@
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high
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// to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space bewteen bars (configurable)
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||||
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||||
uniform vec3 u_resolution; // window resolution
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||||
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||||
// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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||||
uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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||||
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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||||
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);
|
||||
}
|
||||
}
|
||||
15
config/cava/themes/solarized_dark
Normal file
15
config/cava/themes/solarized_dark
Normal file
@@ -0,0 +1,15 @@
|
||||
[color]
|
||||
background = '#001e26'
|
||||
foreground = '#708183'
|
||||
|
||||
gradient = 1
|
||||
gradient_color_1 = '#268bd2'
|
||||
gradient_color_2 = '#6c71c4'
|
||||
gradient_color_3 = '#cb4b16'
|
||||
|
||||
horizontal_gradient = 1
|
||||
horizontal_gradient_color_1 = '#586e75'
|
||||
horizontal_gradient_color_2 = '#b58900'
|
||||
horizontal_gradient_color_3 = '#839496'
|
||||
|
||||
blend_direction = 'up'
|
||||
10
config/cava/themes/tricolor
Normal file
10
config/cava/themes/tricolor
Normal file
@@ -0,0 +1,10 @@
|
||||
[color]
|
||||
horizontal_gradient = 1
|
||||
horizontal_gradient_color_1 = '#c45161'
|
||||
horizontal_gradient_color_2 = '#e094a0'
|
||||
horizontal_gradient_color_3 = '#f2b6c0'
|
||||
horizontal_gradient_color_4 = '#f2dde1'
|
||||
horizontal_gradient_color_5 = '#cbc7d8'
|
||||
horizontal_gradient_color_6 = '#8db7d2'
|
||||
horizontal_gradient_color_7 = '#5e62a9'
|
||||
horizontal_gradient_color_8 = '#434279'
|
||||
Reference in New Issue
Block a user