Classic Bars Standard, Vertical Bars with Blue Inner Color and White Border Color

#include "angular/structs.glsl"

#define coordinateRotation 0
#define fragmentAngle 10                                    // Fragment Angle is 10 degrees

#define visualiserMode 1                  // Show only Bars
#define visualiserDirections 0        // Show only the Top Direction

void init()
{
    // Set audio multiplier for Bars
    bar.audio.multiplier = 50;
}

void audioFetch(inout float fetchedAudio, int n, int lastN)
{
}

void setOffsets(float direction, inout vec2 particleOffset, inout vec2 barOffset, inout vec2 barSizeOffset, vec2 barAudio, vec2 particleAudio, float xCoordinate, float n, float lastN)
{  
}

void setProps()
{
    // Each Bar will have a starting height in vertically-up direction with a value of 12 Pixels, width of 5 Pixels and no vertically-downwards height
    bar.size = vec3(12, 5, 0);

    // The Outer Border of each Bar (Top, Left & Right, and Downwards) will respectively be of sizes 5, 1, and 2 Pixels 
    bar.borderSize = vec3(5, 1, 2);

    // The Inner Color of each Bar will be Blue with Opacity 1
    bar.color = vec4(0, 0, 1, 1); 

    // The Border or Outer Color of each Bar will be White with Opacity 1
    bar.borderColor = vec4(1);
}

void setParticleDownProps()
{
}

void modifySDFs()
{
}

Particles Particles with Red Inner Color and Yellow Border Color

#include "angular/structs.glsl"

#define coordinateRotation 0
#define fragmentAngle 15                                    // Fragment Angle is 15

#define visualiserMode 0                  // Show only Particles
#define visualiserDirections 2         // Show Particles in both Directions


void init()
{
    // Set audio multiplier for Particles
    particle.audio.multiplier = 50;
}

void audioFetch(inout float fetchedAudio, int n, int lastN)
{
}

void setOffsets(float direction, inout vec2 particleOffset, inout vec2 barOffset, inout vec2 barSizeOffset, vec2 barAudio, vec2 particleAudio, float xCoordinate, float n, float lastN)
{  
}

void setProps()
{
    // Each Particle will have a radius of 4 Pixels, and an outer Border of 2 Pixels
    particle.radius = 4;
    particle.borderSize = 2;

    // Each Particle will have Red Inner Color with Full Opacity
    particle.color = vec4(1, 0, 0, 1);
    
    // Each Particle will have Yellow Border Color with Full Opacity
    particle.borderColor = vec4(1, 1, 0, 1);
}

void setParticleDownProps()
{
}

void modifySDFs()
{
}