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PoroCYon
Bonzomatic
Commits
3c4c7f2b
Commit
3c4c7f2b
authored
Apr 08, 2017
by
Gargaj
Browse files
add integrated fft textures to default shader
parent
8dc56129
Changes
3
Show whitespace changes
Inline
Side-by-side
src/platform_glfw/Renderer.cpp
View file @
3c4c7f2b
...
@@ -118,6 +118,7 @@ namespace Renderer
...
@@ -118,6 +118,7 @@ namespace Renderer
"
\n
"
"
\n
"
"uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
\n
"
"uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
\n
"
"uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
\n
"
"uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
\n
"
"uniform sampler1D texFFTIntegrated; // this is continually increasing
\n
"
"{%textures:begin%}"
// leave off \n here
"{%textures:begin%}"
// leave off \n here
"uniform sampler2D {%textures:name%};
\n
"
"uniform sampler2D {%textures:name%};
\n
"
"{%textures:end%}"
// leave off \n here
"{%textures:end%}"
// leave off \n here
...
...
src/platform_w32_dx11/Renderer.cpp
View file @
3c4c7f2b
...
@@ -107,6 +107,7 @@ namespace Renderer
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@@ -107,6 +107,7 @@ namespace Renderer
"{%textures:end%}"
// leave off \n here
"{%textures:end%}"
// leave off \n here
"Texture1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
\n
"
"Texture1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
\n
"
"Texture1D texFFTSmoothed; // this one has longer falloff and less harsh transients
\n
"
"Texture1D texFFTSmoothed; // this one has longer falloff and less harsh transients
\n
"
"Texture1D texFFTIntegrated; // this is continually increasing
\n
"
"SamplerState smp;
\n
"
"SamplerState smp;
\n
"
"
\n
"
"
\n
"
"cbuffer constants
\n
"
"cbuffer constants
\n
"
...
...
src/platform_w32_dx9/Renderer.cpp
View file @
3c4c7f2b
...
@@ -105,6 +105,8 @@ namespace Renderer
...
@@ -105,6 +105,8 @@ namespace Renderer
"// towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
\n
"
"// towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
\n
"
"texture texFFTSmoothedT; sampler1D texFFTSmoothed = sampler_state { Texture = <texFFTSmoothedT>; };
\n
"
"texture texFFTSmoothedT; sampler1D texFFTSmoothed = sampler_state { Texture = <texFFTSmoothedT>; };
\n
"
"// this one has longer falloff and less harsh transients
\n
"
"// this one has longer falloff and less harsh transients
\n
"
"texture texFFTIntegratedT; sampler1D texFFTIntegrated = sampler_state { Texture = <texFFTIntegratedT>; };
\n
"
"// this is continually increasing
\n
"
"
\n
"
"
\n
"
"{%textures:begin%}"
// leave off \n here
"{%textures:begin%}"
// leave off \n here
"texture raw{%textures:name%}; sampler2D {%textures:name%} = sampler_state { Texture = <raw{%textures:name%}>; };
\n
"
"texture raw{%textures:name%}; sampler2D {%textures:name%} = sampler_state { Texture = <raw{%textures:name%}>; };
\n
"
...
...
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