changed vert to the glsl tutorial one
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686d6c3e9b
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@ -2,7 +2,6 @@
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precision mediump float;
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#endif
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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@ -4,9 +4,11 @@ attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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void main() {
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vTexCoord = a_texCoord0;
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void main() {
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vColor = a_color;
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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@ -1,33 +1,37 @@
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 vColor;
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varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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uniform float resolution;
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uniform float radius;
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uniform vec2 dir;
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uniform vec2 vTexCoord;
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void main()
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{
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vec4 sum = vec4(0);
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vec2 texcoord = vTexCoord;
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int j;
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int i;
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void main() {
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for( i= -4 ;i < 4; i++)
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{
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for (j = -3; j < 3; j++)
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{
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sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(u_texture, texcoord).r < 0.3)
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{
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gl_FragColor = sum*sum*0.012 + texture2D(u_texture, texcoord);
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}
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else
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{
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if (texture2D(u_texture, texcoord).r < 0.5)
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{
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gl_FragColor = sum*sum*0.009 + texture2D(u_texture, texcoord);
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}
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else
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{
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gl_FragColor = sum*sum*0.0075 + texture2D(u_texture, texcoord);
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}
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}
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vec4 sum = vec4(0.0);
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vec2 tc = vTexCoord;
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float blur = radius/resolution;
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float hstep = dir.x;
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float vstep = dir.y;
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sum += texture2D(u_texture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.05;
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sum += texture2D(u_texture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.09;
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sum += texture2D(u_texture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.12;
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sum += texture2D(u_texture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.15;
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sum += texture2D(u_texture, vec2(tc.x, tc.y)) * 0.16;
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sum += texture2D(u_texture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.15;
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sum += texture2D(u_texture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.12;
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sum += texture2D(u_texture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.09;
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sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.05;
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gl_FragColor = vColor * vec4(sum.rgb, 1.0);
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}
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@ -4,9 +4,11 @@ attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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void main() {
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vTexCoord = a_texCoord0;
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void main() {
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vColor = a_color;
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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@ -73,7 +73,7 @@ public class AudioAnalyzer {
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UMBinBegin = 200;
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UMBinEnd = 512;
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bassThresholdCalcRange = thresholdRangeCalc(0.3f);
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bassThresholdCalcRange = thresholdRangeCalc(0.28f);
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UMThresholdCalcRange = thresholdRangeCalc(0.3f);
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Gdx.app.debug("Read freq", String.valueOf(audioData.getFormat().getSampleRate()));
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@ -56,7 +56,7 @@ public class RhythmMapAlgorithm implements Runnable {
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map.beginBuild();
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for (int index = 0; index < bassPeaks.size; index++) {
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if (bassPeaks.get(index) != 0 || UMPeaks.get(index) != 0) {
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if (bassPeaks.get(index) >= avgBass*0.9f) {
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if (bassPeaks.get(index) >= avgBass) {
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//TODO basic void circle spawning
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float warningTime = map.goBack((int) (windowPerSecond*1.5f))/windowPerSecond;
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float endRadius = (bassPeaks.get(index)/bassMax)*(Polyjet.GAME_AREA_HEIGHT/4f);
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@ -67,7 +67,6 @@ public class RhythmMapAlgorithm implements Runnable {
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endRadius/(avgSPB*0.7f),
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warningTime
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);
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map.resetIndex();
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}
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if (UMPeaks.get(index) >= avgUM) {
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@ -31,7 +31,7 @@ public class GamePlayArea extends Stage {
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private float yTeleport = Polyjet.GAME_AREA_HEIGHT/2;
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private int score;
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private ShaderProgram invert;
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private ShaderProgram glowShader;
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private ShaderProgram bgShader;
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private Texture background;
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@ -60,18 +60,16 @@ public class GamePlayArea extends Stage {
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* @param prefs
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*/
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public void loadShaders(Preferences prefs) {
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if (prefs.getBoolean("invert shader")) {
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Gdx.app.debug("Shader", "using inversion shader");
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invert = new ShaderProgram(Gdx.files.internal("shaders/invert_vert.glsl").readString(), Gdx.files.internal("shaders/invert_frag.glsl").readString());
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ShaderProgram.pedantic = false;
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if (!invert.isCompiled()) {
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System.err.println(invert.getLog());
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if (prefs.getBoolean("glow shader")) {
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Gdx.app.debug("Shader", "using glow shader");
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glowShader = new ShaderProgram(Gdx.files.internal("shaders/glow_vert.glsl").readString(), Gdx.files.internal("shaders/glow_frag.glsl").readString());
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if (!glowShader.isCompiled()) {
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System.err.println(glowShader.getLog());
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System.exit(0);
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}
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if (invert.getLog().length()!=0) {
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System.out.println(invert.getLog());
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if (glowShader.getLog().length()!=0) {
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System.out.println(glowShader.getLog());
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}
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getBatch().setShader(invert);
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}
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@ -108,9 +106,11 @@ public class GamePlayArea extends Stage {
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getBatch().draw(background, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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getBatch().end();
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getBatch().setShader(null);
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if (glowShader != null) {
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getBatch().setShader(glowShader);
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} else {
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getBatch().setShader(null);
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}
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super.draw();
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}
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