Version 0.1.0

This commit is contained in:
2025-11-13 14:15:48 +00:00
parent daa7360b56
commit 292b8e9372
45 changed files with 3728 additions and 0 deletions

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{ config, pkgs, ... }:
{
home.file.".config/cava/shaders/bar_spectrum.frag".text = ''
#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
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 x axis
float x = u_resolution.x * fragCoord.x;
int bar = int(bars_count * fragCoord.x);
//calculate a bar size
float bar_size = u_resolution.x / bars_count;
//the y coordinate and bar values are the same
float y = bars[bar];
// make sure there is a thin line at bottom
if (y * u_resolution.y < 1.0) {
y = 1.0 / u_resolution.y;
}
//draw the bar up to current height
if (y > fragCoord.y) {
//make some space between bars basen on settings
if (x > (bar + 1) * (bar_size) - bar_spacing) {
fragColor = vec4(bg_color,1.0);
}
else {
if (gradient_count == 0) {
fragColor = vec4(fg_color,1.0);
}
else {
//find which color in the configured gradient we are at
int color = int((gradient_count - 1) * fragCoord.y);
//find where on y this and next color is supposed to be
float y_min = color / (gradient_count - 1.0);
float y_max = (color + 1.0) / (gradient_count - 1.0);
//make color
fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
}
}
}
else {
fragColor = vec4(bg_color,1.0);
}
}
'';
}

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{ config, pkgs, ... }:
{
home.file.".config/cava/shaders/northern_lights.frag".text = ''
#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
void main() {
// find which bar to use based on where we are on the x axis
int bar = int(bars_count * fragCoord.x);
float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
float y = (bars[bar]) * bar_y;
float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
bar_r = bar_r * bar_r * 2;
// set color
fragColor.r = fg_color.x * y * bar_r;
fragColor.g = fg_color.y * y * bar_r;
fragColor.b = fg_color.z * y * bar_r;
}
'';
}

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{ config, pkgs, ... }:
{
home.file.".config/cava/shaders/pass_through.vert".text = ''
#version 330
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 fragCoord;
void main() {
gl_Position = vec4(vertexPosition_modelspace,1);
fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
}
'';
}

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{ config, pkgs, ... }:
{
home.file.".config/cava/shaders/spectrogram.frag".text = ''
#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);
}
}
'';
}

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{ config, pkgs, ... }:
{
home.file.".config/cava/shaders/winamp_line_style_spectrum.frag".text = ''
#version 330
// Emulate the "line style" spectrum analyzer from Winamp 2.
// Try this config for a demonstration:
/*
[general]
bar_width = 2
bar_spacing = 0
higher_cutoff_freq = 22000
[output]
method = sdl_glsl
channels = mono
fragment_shader = winamp_line_style_spectrum.frag
[color]
background = '#000000'
gradient = 1
gradient_color_1 = '#319C08'
gradient_color_2 = '#29CE10'
gradient_color_3 = '#BDDE29'
gradient_color_4 = '#DEA518'
gradient_color_5 = '#D66600'
gradient_color_6 = '#CE2910'
[smoothing]
noise_reduction = 10
*/
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
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 x axis
float x = u_resolution.x * fragCoord.x;
int bar = int(bars_count * fragCoord.x);
//calculate a bar size
float bar_size = u_resolution.x / bars_count;
//the y coordinate is stretched by 4X to resemble Winamp
float y = min(bars[bar] * 4.0, 1.0);
// make sure there is a thin line at bottom
if (y * u_resolution.y < 1.0) {
y = 1.0 / u_resolution.y;
}
vec4 bar_color;
if (gradient_count == 0) {
bar_color = vec4(fg_color,1.0);
}
else {
//find color in the configured gradient for the top of the bar
int color = int((gradient_count - 1) * y);
//find where on y this and next color is supposed to be
float y_min = float(color) / (gradient_count - 1.0);
float y_max = float(color + 1) / (gradient_count - 1.0);
//make a solid color for the entire bar
bar_color = vec4(normalize_C(y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
}
//draw the bar up to current height
if (y > fragCoord.y) {
//make some space between bars based on settings
if (x > (bar + 1) * (bar_size) - bar_spacing) {
fragColor = vec4(bg_color,1.0);
}
else {
fragColor = bar_color;
}
}
else {
fragColor = vec4(bg_color,1.0);
}
}
'';
}

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{ config, pkgs, ... }:
{
imports = [
./01_shaders_bar-spectrum.nix
./02_shaders_nothern-lights.nix
./03_shaders_pass-through.nix
./04_shaders_spectrogram.nix
./05_shaders_winamp-line-style-spectrum.nix
];
home.file = {
".config/cava/config".text = ''
#
# °˖* ( )🍸 pewdiepie/archdaemon/dionysh shhheersh
# Custom config for cava
# vers. 1.0.0-nix
#
; General
[general]
; framerate frames per second (nonnegative)
framerate = 64
; number of bars (0 = auto). 64 gives a nice classic look.
bars = 64
; Input
[input]
; Choose the backend you actually use. Here we keep *pulse* active and
; leave the other backends commented for easy switching.
method = pulse
source = alsa_output.pci-0000_06_00.6.analog-stereo.monitor
;method = pipewire
;source = auto
;method = alsa
;source = hw:Loopback,1
;method = fifo
;source = /tmp/mpd.fifo
;method = shmem
;source = /squeezelite-AA:BB:CC:DD:EE:FF
;method = portaudio
;source = auto
;method = sndio
;source = default
;method = oss
;source = /dev/dsp
;method = jack
;source = default
; Output
[output]
; Raw output is the most portable it writes binary/ascii data to a FIFO.
method = raw
raw_target = /tmp/cava.raw ; where the data will be written
data_format = ascii ; ascii makes it easy to inspect with `cat`
; Uncomment and adjust if you ever need binary data.
;bit_format = 16bit
; Colours
[color]
; Keep the terminals own palette (default) edit only if your terminal
; supports truecolour changes.
;background = default
;foreground = default
; Smoothing
[smoothing]
; The Monstercat smoothing algorithm gives a nice, slightlysoft look.
; Set to 0 to disable, 1100 to increase smoothness.
monstercat = 0
waves = 0
; Equaliser (optional)
[eq]
; Uncomment the bands you want to boost/cut. Values are 0100 where 50 is
; no change. Example shows a flat (all50) EQ.
;1 = 50 ; bass
;2 = 50
;3 = 50 ; midtone
;4 = 50
;5 = 50 ; treble
'';
};
}