#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 float normalize_C(float x, float x_min, float x_max, float r_min, float r_max ) { float xr; xr = (r_max-r_min) * (x - x_min) / (x_max - x_min) + r_min; return xr; } void main() { // find which bar to use based on where we are on the x axis int bar = int(bars_count * fragCoord.x); // create a normal along the y axis based on the bar height float x = normalize_C(fragCoord.y, 1.0, 0.0, 0.0, bars[bar]); // set color fragColor.r=fg_color.x*x; fragColor.g=fg_color.y*x; fragColor.b=fg_color.z*x; fragColor.a=1.0; }