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uniform float uNoiseOffset;
uniform float uAmplitude;
uniform int uSeed;
uniform int uDotCount;
uniform float uDotRadius;
uniform float uDotRadiusPX;
uniform float uDotSpacing;
uniform float uDotOffset;
uniform float uSphereRadius;
uniform float uFeather;
uniform float uNoiseFrequency;
uniform float uNoiseAmplitude;
in vec2 inPosition;
out vec2 fragUV;
out float fragDotRadiusPX;
// https://github.com/Auburn/FastNoiseLite
const float FREQUENCY = 0.01;
const float GAIN = 0.5;
const float LACUNARITY = 1.5;
const float FRACTAL_BOUNDING = 1.0 / 1.75;
const ivec3 PRIMES = ivec3(501125321, 1136930381, 1720413743);
const float GRADIENTS_3D[] = float[](
0., 1., 1., 0., 0.,-1., 1., 0., 0., 1.,-1., 0., 0.,-1.,-1., 0.,
1., 0., 1., 0., -1., 0., 1., 0., 1., 0.,-1., 0., -1., 0.,-1., 0.,
1., 1., 0., 0., -1., 1., 0., 0., 1.,-1., 0., 0., -1.,-1., 0., 0.,
0., 1., 1., 0., 0.,-1., 1., 0., 0., 1.,-1., 0., 0.,-1.,-1., 0.,
1., 0., 1., 0., -1., 0., 1., 0., 1., 0.,-1., 0., -1., 0.,-1., 0.,
1., 1., 0., 0., -1., 1., 0., 0., 1.,-1., 0., 0., -1.,-1., 0., 0.,
0., 1., 1., 0., 0.,-1., 1., 0., 0., 1.,-1., 0., 0.,-1.,-1., 0.,
1., 0., 1., 0., -1., 0., 1., 0., 1., 0.,-1., 0., -1., 0.,-1., 0.,
1., 1., 0., 0., -1., 1., 0., 0., 1.,-1., 0., 0., -1.,-1., 0., 0.,
0., 1., 1., 0., 0.,-1., 1., 0., 0., 1.,-1., 0., 0.,-1.,-1., 0.,
1., 0., 1., 0., -1., 0., 1., 0., 1., 0.,-1., 0., -1., 0.,-1., 0.,
1., 1., 0., 0., -1., 1., 0., 0., 1.,-1., 0., 0., -1.,-1., 0., 0.,
0., 1., 1., 0., 0.,-1., 1., 0., 0., 1.,-1., 0., 0.,-1.,-1., 0.,
1., 0., 1., 0., -1., 0., 1., 0., 1., 0.,-1., 0., -1., 0.,-1., 0.,
1., 1., 0., 0., -1., 1., 0., 0., 1.,-1., 0., 0., -1.,-1., 0., 0.,
1., 1., 0., 0., 0.,-1., 1., 0., -1., 1., 0., 0., 0.,-1.,-1., 0.
);
float smootherStep(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
vec3 smootherStep(vec3 coord) {
return vec3(smootherStep(coord.x), smootherStep(coord.y), smootherStep(coord.z));
}
int hash(int seed, ivec3 primed) {
return (seed ^ primed.x ^ primed.y ^ primed.z) * 0x27d4eb2d;
}
float gradCoord(int seed, ivec3 primed, vec3 d) {
int hash = hash(seed, primed);
hash ^= hash >> 15;
hash &= 63 << 2;
return d.x * GRADIENTS_3D[hash] + d.y * GRADIENTS_3D[hash | 1] + d.z * GRADIENTS_3D[hash | 2];
}
float perlinSingle(int seed, vec3 coord) {
ivec3 coord0 = ivec3(floor(coord));
vec3 d0 = coord - vec3(coord0);
vec3 d1 = d0 - 1.0;
vec3 s = smootherStep(d0);
coord0 *= PRIMES;
ivec3 coord1 = coord0 + PRIMES;
float xf00 = mix(gradCoord(seed, coord0, d0), gradCoord(seed, ivec3(coord1.x, coord0.yz), vec3(d1.x, d0.yz)), s.x);
float xf10 = mix(gradCoord(seed, ivec3(coord0.x, coord1.y, coord0.z), vec3(d0.x, d1.y, d0.z)), gradCoord(seed, ivec3(coord1.xy, coord0.z), vec3(d1.xy, d0.z)), s.x);
float xf01 = mix(gradCoord(seed, ivec3(coord0.xy, coord1.z), vec3(d0.xy, d1.z)), gradCoord(seed, ivec3(coord1.x, coord0.y, coord1.z), vec3(d1.x, d0.y, d1.z)), s.x);
float xf11 = mix(gradCoord(seed, ivec3(coord0.x, coord1.yz), vec3(d0.x, d1.yz)), gradCoord(seed, coord1, d1), s.x);
float yf0 = mix(xf00, xf10, s.y);
float yf1 = mix(xf01, xf11, s.y);
return mix(yf0, yf1, s.z) * 0.964921414852142333984375f;
}
float fractalNoise(vec3 coord) {
return perlinSingle(uSeed, coord) * FRACTAL_BOUNDING
+ perlinSingle(uSeed + 1, coord * LACUNARITY) * FRACTAL_BOUNDING * GAIN
+ perlinSingle(uSeed + 2, coord * LACUNARITY * LACUNARITY) * FRACTAL_BOUNDING * GAIN * GAIN;
}
void main() {
vec2 dotPos = vec2(float(gl_InstanceID % uDotCount), float(gl_InstanceID / uDotCount));
float noise = fractalNoise(vec3(dotPos * uNoiseFrequency, uNoiseOffset)) * uNoiseAmplitude;
vec3 dotCenter = vec3(dotPos * uDotSpacing + uDotOffset + noise, (noise + 0.5 * uNoiseAmplitude) * uAmplitude * 0.4);
float distanceFromCenter = length(dotCenter);
dotCenter /= distanceFromCenter;
distanceFromCenter = min(uSphereRadius, distanceFromCenter);
dotCenter *= distanceFromCenter;
float featherRadius = uSphereRadius - uFeather;
float featherStrength = 1.0 - clamp((distanceFromCenter - featherRadius) / uFeather, 0.0, 1.0);
dotCenter *= featherStrength * (uSphereRadius / distanceFromCenter - 1.0) + 1.0;
dotCenter.y *= -1.0;
gl_Position = vec4(dotCenter.xy + inPosition * uDotRadius * (1.0 + 1.0 / uDotRadiusPX), 0.0, 1.0);
fragUV = inPosition;
fragDotRadiusPX = uDotRadiusPX + 1.0;
}
`,B=`#version 300 es
precision highp float;
in vec2 fragUV;
in float fragDotRadiusPX;
out float outColor;
void main() {
float t = clamp((1.0 - length(fragUV)) * fragDotRadiusPX, 0.0, 1.0);
outColor = t;
}
`,I=`#version 300 es
uniform float uBlurRadius;
uniform vec2 uBlurDirection;
in vec2 inPosition;
out vec2 fragUV;
flat out vec2 fragBlurDirection;
flat out int fragSupport;
flat out vec3 fragGaussCoefficients;
float calculateGaussianTotal(int support, vec3 fragGaussCoefficients) {
float total = fragGaussCoefficients.x;
for (int i = 1; i < support; i++) {
fragGaussCoefficients.xy *= fragGaussCoefficients.yz;
total += 2.0 * fragGaussCoefficients.x;
}
return total;
}
void main() {
fragSupport = int(ceil(1.5 * uBlurRadius)) * 2;
fragGaussCoefficients = vec3(1.0 / (sqrt(2.0 * 3.14159265) * uBlurRadius), exp(-0.5 / (uBlurRadius * uBlurRadius)), 0.0);
fragGaussCoefficients.z = fragGaussCoefficients.y * fragGaussCoefficients.y;
fragGaussCoefficients.x /= calculateGaussianTotal(fragSupport, fragGaussCoefficients);
gl_Position = vec4(inPosition, 0.0, 1.0);
fragUV = (inPosition + 1.0) / 2.0;
fragBlurDirection = uBlurDirection;
}
`,O=`#version 300 es
precision highp float;
uniform sampler2D uInputTexture;
in vec2 fragUV;
flat in vec2 fragBlurDirection;
flat in int fragSupport;
flat in vec3 fragGaussCoefficients;
out float outColor;
void main() {
vec3 gaussCoefficients = fragGaussCoefficients;
outColor = gaussCoefficients.x * texture(uInputTexture, fragUV).r;
for (int i = 1; i < fragSupport; i += 2) {
gaussCoefficients.xy *= gaussCoefficients.yz;
float coefficientSum = gaussCoefficients.x;
gaussCoefficients.xy *= gaussCoefficients.yz;
coefficientSum += gaussCoefficients.x;
float pixelRatio = gaussCoefficients.x / coefficientSum;
vec2 offset = (float(i) + pixelRatio) * fragBlurDirection;
outColor += coefficientSum * (texture(uInputTexture, fragUV + offset).r + texture(uInputTexture, fragUV - offset).r);
}
}
`,z=`#version 300 es
uniform vec3 uOutputColor;
in vec2 inPosition;
out vec2 fragUV;
out vec3 fragOutputColor;
void main() {
gl_Position = vec4(inPosition, 0.0, 1.0);
fragUV = (inPosition + 1.0) / 2.0;
fragOutputColor = uOutputColor;
}
`,G=`#version 300 es
precision highp float;
uniform sampler2D uBlurredTexture;
uniform sampler2D uOriginalTexture;
in vec2 fragUV;
in vec3 fragOutputColor;
out vec4 outColor;
void main() {
float value = max(texture(uBlurredTexture, fragUV).r, texture(uOriginalTexture, fragUV).r);
outColor = vec4(fragOutputColor * value, value);
}
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o,i,a,u,n,l;!r.isError&&e&&(e.bindFramebuffer(e.FRAMEBUFFER,r.particleFramebuffer),e.clearColor(0,0,0,0),e.clear(e.COLOR_BUFFER_BIT),o=75*(.5*(l=Spicetify.Player.getProgress()/1e3)+(n=t.amplitudeCurve,a=A(n,o=l),u=n[a],a+1>=n.length?(null!=(i=u.accumulatedIntegral)?i:0)+u.y*(o-u.x):(i=n[a+1],n={x:o,y:L(o,u.x,i.x,u.y,i.y)},(null!=(a=u.accumulatedIntegral)?a:0)+D(u,n))))*.01,i=_(t.amplitudeCurve,l,.15),a=t.seed,u=.9/322*.5*r.viewportSize,n=L(i,0,1,.675,.9),l=Math.pow(i+3,2)*(45/1568),e.useProgram(r.particleShader),e.uniform1f(r.uNoiseOffsetLoc,o),e.uniform1f(r.uAmplitudeLoc,i),e.uniform1i(r.uSeedLoc,a),e.uniform1i(r.uDotCountLoc,322),e.uniform1f(r.uDotRadiusLoc,.9/322),e.uniform1f(r.uDotRadiusPXLoc,u),e.uniform1f(r.uDotSpacingLoc,.9/321),e.uniform1f(r.uDotOffsetLoc,-.45),e.uniform1f(r.uSphereRadiusLoc,n),e.uniform1f(r.uFeatherLoc,l),e.uniform1f(r.uNoiseFrequencyLoc,4/322),e.uniform1f(r.uNoiseAmplitudeLoc,.32*.9),e.bindBuffer(e.ARRAY_BUFFER,r.quadBuffer),e.enableVertexAttribArray(r.inPositionLoc),e.vertexAttribPointer(r.inPositionLoc,2,e.FLOAT,!1,0,0),e.drawArraysInstanced(e.TRIANGLE_FAN,0,4,103684),e.bindTexture(e.TEXTURE_2D,r.particleTexture),e.bindFramebuffer(e.FRAMEBUFFER,r.blurXFramebuffer),e.clearColor(0,0,0,0),e.clear(e.COLOR_BUFFER_BIT),e.useProgram(r.blurShader),e.uniform1f(r.uBlurRadiusLoc,.01*r.viewportSize),e.uniform2f(r.uBlurDirectionLoc,1/r.viewportSize,0),e.uniform1i(r.uBlurInputTextureLoc,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,r.particleTexture),e.bindBuffer(e.ARRAY_BUFFER,r.quadBuffer),e.enableVertexAttribArray(r.inPositionLocBlur),e.vertexAttribPointer(r.inPositionLocBlur,2,e.FLOAT,!1,0,0),e.drawArrays(e.TRIANGLE_FAN,0,4),e.bindFramebuffer(e.FRAMEBUFFER,r.blurYFramebuffer),e.clearColor(0,0,0,0),e.clear(e.COLOR_BUFFER_BIT),e.uniform2f(r.uBlurDirectionLoc,0,1/r.viewportSize),e.bindTexture(e.TEXTURE_2D,r.blurXTexture),e.drawArrays(e.TRIANGLE_FAN,0,4),e.bindFramebuffer(e.FRAMEBUFFER,null),e.clearColor(0,0,0,0),e.clear(e.COLOR_BUFFER_BIT),e.useProgram(r.finalizeShader),e.uniform3f(r.uOutputColorLoc,t.themeColor.rgb.r/255,t.themeColor.rgb.g/255,t.themeColor.rgb.b/255),e.uniform1i(r.uBlurredTextureLoc,0),e.uniform1i(r.uOriginalTextureLoc,1),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,r.blurYTexture),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,r.particleTexture),e.bindBuffer(e.ARRAY_BUFFER,r.quadBuffer),e.enableVertexAttribArray(r.inPositionLocFinalize),e.vertexAttribPointer(r.inPositionLocFinalize,2,e.FLOAT,!1,0,0),e.drawArrays(e.TRIANGLE_FAN,0,4))},[]);return y.default.createElement(C,{isEnabled:P.isEnabled,data:{themeColor:P.themeColor,seed:t,amplitudeCurve:e},onInit:r,onResize:o,onRender:i})}function U(){const[e,r]=(0,E.useState)(0),[t,o]=(0,E.useState)(""),[i,a]=(0,E.useState)({themeColor:Spicetify.Color.fromHex("#535353")}),u=((0,E.useEffect)(()=>{const t=async e=>{var t,e=null==e?void 0:e.item;e?(t=Spicetify.URI.fromString(e.uri)).type!==Spicetify.URI.Type.TRACK?r(3):(r(0),t=`https://spclient.wg.spotify.com/audio-attributes/v1/audio-analysis/${t.id}?format=json`,[t,e]=await Promise.all([Spicetify.CosmosAsync.get(t).catch(console.error),Spicetify.extractColorPreset(e.metadata.image_url).then(e=>e[0].colorLight)]),t?t.error?u(`Error ${t.error.status}: `+t.error.message):(a({audioAnalysis:t,themeColor:e}),r(1)):r(4)):r(2)},e=e=>{null!=e&&e.data&&t(e.data)};return Spicetify.Player.addEventListener("songchange",e),t(Spicetify.Player.data),()=>Spicetify.Player.removeEventListener("songchange",e)},[]),(0,E.useCallback)(e=>{o(e),r(5)},[]));return E.default.createElement("div",{className:"ncs-visualizer-container"},E.default.createElement(F,{isEnabled:1==e,onError:u,audioAnalysis:i.audioAnalysis,themeColor:i.themeColor}),0==e?E.default.createElement(h,null):2==e?E.default.createElement("div",{className:R.unavailable_message},"Start playing a song to see the visualization!"):3==e?E.default.createElement("div",{className:R.unavailable_message},"Error: The type of track you're listening to is currently not supported"):4==e?E.default.createElement("div",{className:R.unavailable_message},"Error: The audio analysis could not be loaded, please check your internet connection"):5==e?E.default.createElement("div",{className:R.unavailable_message},t):null)}var P=s(f());return s=p,l(a({},"__esModule",{value:!0}),s)})();const render=()=>ncsDvisualizer.default();
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