Files
dots/common/.config/cava/shaders/spectrogram.frag
T
coja 1e39e0cb4b [Sync] replace the flat layout with the unified stow tree
Supersedes the old flat .config/ layout (last published 2026-06-28) with the
private repo's structure: one shared base plus per-host overlays.

- packages: common/ gui/ lw/ fl/ wm/ plus install.sh and bin/ tooling
  (dotsync, reconcile-hyde.sh)
- new README covering the layout, deploy order and the HyDE dependency
- current HyDE waybar rig (layouts/, cava), pi agent extensions, claude/
  config, tmux, presenterm, aichat roles
- fish: kp (keepassxc-cli + fzf picker, db path from $KP_DB) and
  bind_M_n_history (alt+1..9 recalls the nth history entry)
- drops cruft that should never have been tracked: the duplicate top-level
  .pi/ copy, btop.log, zellij config.kdl.bak, fish_variables
- .pi/agent/auth.json is gitignored; auth.json.example ships instead

Host-specific work sessions and the personal backlog stay in the private
tree. Endpoint locators in the llamacpp/whisper guides are placeholders
($SERVER, <own-domain>) — the guides themselves stay, since they are the
useful part.
2026-08-13 02:53:06 +02:00

53 lines
1.6 KiB
GLSL

#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);
}
}