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()
{
}