Trivial Working Structure
#include "linear/structs.glsl"
#define coordinateRotation 0
#define fragmentWidth 10
#define leftPadding 0
#define rightPadding 0
#define visualiserDirections 0
#define visualiserMode 0
void init()
{
}
void audioFetch(inout float fetchedAudio, float n, float lastN)
{
// fetchedAudio = the value of the fetched audio sample
// n = the current audio sample index being processed
// lastN = the last audio sample index being processed
}
void setOffsets(float direction, inout vec2 particleOffset, inout vec2 barOffset, inout vec2 barSizeOffset, vec2 barAudio, vec2 particleAudio, float xCoordinate, float n, float lastN)
{
// direction = 0 for top Particles, 1 for bottom Particles
// particleOffset = the offset that will be applied to the particle's position
// barOffset = the offset that will be applied to the bar's position
// barSizeOffset = the size offset that will be applied to the bar's size (Upward / Downward height)
// barAudio = the audio value for the current bar being processed
// particleAudio = the audio value for the current particle being processed
// xCoordinate = the x coordinate of the current fragment being processed
// n = the current bar / particle index
// lastN = the last bar / particle index
}
void setProps()
{
}
void setParticleDownProps()
{
}
void modifySDFs()
{
}