// SPECTRUM BAR FIELD — the plainest possible reading of the live sound, // and the reference for how a document uses the AUDIO PICTURE. // // Everything here comes from two shader helpers every family carries: // self.audio_fft(f, age) spectrum 0..1; f = log frequency 0..1 // (0 = 30 Hz, 1 = 16 kHz), age = how far back // in time 0..1 (0 = now, 1 ~ 5.5 s ago) // self.audio_wave(t) waveform -1..1; t = 0..1 across ~1.4 s // plus self.audio_env = (bass, mid, high, rms), already smoothed. // // THE IDLE LAW: with nothing playing every helper reads 0. A look that // simply drew the reading would go black on a silent rig, so each preset // here floors its level with a small figure off the free-running beat // clock — loud audio always wins, silence still performs. { name: "Spectrum Bar Field" engine: "screen" seed: 11 speed: 1.0 beat_pulse: 0.7 beat_rate: 1.0 bar_beats: 4 glow: 1.0 p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "GAIN", bind: "p0", default: 0.5}, {name: "BARS", bind: "p1", default: 0.5}, {name: "TRAIL", bind: "p2", default: 0.5} ] color_bg: #x04050c color_a: #x2af0d0 color_b: #xff3d7f color_c: #xfff2c8 stages: [ {kind: "bloom", threshold: 0.5, strength: 1.2, levels: 3} ] shader: draw.DrawVjFxScreen { fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 { // BARS quantises the 256 log bins into readable columns. let bars = floor(20.0 + 76.0 * clamp(self.user.y, 0.0, 1.0)) let col = floor(uv.x * bars) let f = (col + 0.5) / bars let inbar = fract(uv.x * bars) // The live reading, floored by an idle figure (see the header). let idle = 0.05 + 0.045 * sin(f * 11.0 + self.time_beat.x * 1.3) + 0.055 * self.time_beat.w let gain = 0.55 + 1.1 * clamp(self.user.x, 0.0, 1.0) let lvl = clamp(max(self.audio_fft(f, 0.0), idle) * gain, 0.0, 1.0) // TRAIL: the same column a few hops back, drawn dim behind it — // a decay that is a TEXTURE READ, never an accumulator. let back = 0.015 + 0.16 * clamp(self.user.z, 0.0, 1.0) let gh = clamp(max(self.audio_fft(f, back), idle * 0.7) * gain, 0.0, 1.0) // uv.y is 0 at the top; height is measured from the floor. let h = 1.0 - uv.y let gap = smoothstep(0.0, 0.07, inbar) * smoothstep(0.0, 0.07, 1.0 - inbar) let fill = smoothstep(0.0, 0.012, lvl - h) * gap let ghost = smoothstep(0.0, 0.02, gh - h) * gap * 0.28 // The cap: a bright lid riding the top of each bar. let cap = exp(0.0 - abs(h - lvl) * 110.0) * gap // A dim mirrored copy hanging from the ceiling. let mirror = smoothstep(0.0, 0.02, lvl * 0.40 - uv.y) * gap * 0.22 // Colour runs cold at the floor to hot at the cap. let t = clamp(h / max(lvl, 0.06), 0.0, 1.0) let body = self.col_a.xyz.mix(self.col_b.xyz, t) let mut rgb = self.col_bg.xyz rgb = rgb + body * (ghost + mirror) rgb = rgb + body * fill rgb = rgb + self.col_c.xyz * (cap * 1.25) // A floor glow that reads the broadband level (audio_env.w), // so even a look with no bars alive still shows the room. let floorglow = exp(0.0 - h * 14.0) * (0.10 + 0.55 * self.audio_env.w) rgb = rgb + self.col_a.xyz * floorglow return vec4(rgb * self.fog.y, 1.0) } } }