gianmarco
/
dotfiles
Archived
1
0
Fork 0
This repository has been archived on 2024-02-08. You can view files and clone it, but cannot push or open issues/pull-requests.
dotfiles/.config/glava/smooth_parameters.glsl

79 lines
3.0 KiB
GLSL
Executable File

/* Settings for smoothing functions and transformations commonly
used to display FFT output.
IMPORTANT: THESE VALUES CAN BE OVERRIDDEN IN MODULE CONFIG
FILES, IF CHANGING VALUES HERE DOES NOT WORK, CHECK
TO MAKE SURE THEY ARE NOT BEING SET ELSEWHERE.
*/
/* The type of formula to use for weighting values when smoothing.
Possible values:
- circular heavily rounded points
- sinusoidal rounded at both low and high weighted values
like a sine wave
- linear not rounded at all; linear distance
*/
#define ROUND_FORMULA sinusoidal
/* The sampling mode for processing raw FFT input:
- average averages all the inputs in the sample range for
a given point. Produces smooth output, but peaks
are not well represented
- maximum obtains the best value from the closest peak in
the sample range. Very accurate peaks, but
output is jagged and sporadic.
- hybrid uses the results from both `average` and `maximum`
with the weight provided in `SAMPLE_HYBRID_WEIGHT` */
#define SAMPLE_MODE average
/* Weight should be provided in the range (0, 1). Higher values favour
averaged results. `hybrid` mode only. */
#define SAMPLE_HYBRID_WEIGHT 0.65
/* Factor used to scale frequencies. Lower values allows lower
frequencies to occupy more space. */
#define SAMPLE_SCALE 8
/* The frequency range to sample. 1.0 would be the entire FFT output,
and lower values reduce the displayed frequencies in a log-like
scale. */
#define SAMPLE_RANGE 0.9
/* Factor for how to scale higher frequencies. Used in a linear equation
which is multiplied by the result of the fft transformation. */
#request setfftscale 10.2
/* Cutoff for the bass end of the audio data when scaling frequencies.
Higher values cause more of the bass frequencies to be skipped when
scaling. */
#request setfftcutoff 0.3
/* How many frames to queue and run through the average function.
Increasing this value will create latency between the audio and the
animation, but will make for much smoother results. */
#request setavgframes 6
/* Whether to window frames ran through the average function (new & old
frames are weighted less). This massively helps smoothing out
spontaneous values in the animation. */
#request setavgwindow true
/* Gravity step, higher values means faster drops. The step is applied
in a rate independant method like so:
val -= (gravitystep) * (seconds per update) */
#request setgravitystep 4.2
/* Smoothing factor. Larger values mean more smoothing in the output,
however high values can be expensive to compute. Values are in
normalized width: [0.0, 1.0) */
#request setsmoothfactor 0.025
/* Whether to use a separate pass for audio data while smoothing. On
most hardware, this will improve performance, but involves doing a
separate render step for each audio texture and will add some driver
(CPU) overhead. */
#request setsmoothpass true