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fix(audio): replace NWaveSpectrum CurveRenderer with shader to fix SIGSEGV crash
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D dataSource;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec4 fillColor;
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float count;
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float texWidth;
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float vertical;
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};
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// Sample amplitude from data texture (R channel)
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float fetchData(float idx) {
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float i = clamp(idx, 0.0, texWidth - 1.0);
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float u = (floor(i) + 0.5) / texWidth;
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return texture(dataSource, vec2(u, 0.5)).r;
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}
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// Cubic Hermite interpolation for smooth wave curves
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float cubicHermite(float y0, float y1, float y2, float y3, float t) {
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float m1 = (y2 - y0) * 0.25;
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float m2 = (y3 - y1) * 0.25;
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float t2 = t * t;
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float t3 = t2 * t;
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return (2.0 * t3 - 3.0 * t2 + 1.0) * y1
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+ (t3 - 2.0 * t2 + t) * m1
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+ (-2.0 * t3 + 3.0 * t2) * y2
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+ (t3 - t2) * m2;
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}
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// Evaluate interpolated amplitude at fractional data index
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float evalCurve(float dataIdx) {
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float i = floor(dataIdx);
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float t = dataIdx - i;
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return cubicHermite(
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fetchData(i - 1.0),
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fetchData(i),
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fetchData(i + 1.0),
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fetchData(i + 2.0),
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t
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);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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// Swap axes for vertical mode
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float axisPos = (vertical > 0.5) ? uv.y : uv.x;
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float crossPos = (vertical > 0.5) ? uv.x : uv.y;
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// Mirror: value[0] at center, value[count-1] at edges
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float distFromCenter = abs(axisPos - 0.5) * 2.0;
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float dataIdx = distFromCenter * max(count - 1.0, 1.0);
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// Interpolated amplitude, clamped to valid range
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float amplitude = clamp(evalCurve(dataIdx), 0.0, 1.0);
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// Wave fills center ± amplitude/2 in the cross axis
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float halfAmp = amplitude * 0.5;
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float distFromMid = abs(crossPos - 0.5);
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// Antialiased edge (~1px smooth transition)
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float edge = fwidth(crossPos) * 1.5;
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float mask = smoothstep(halfAmp + edge, halfAmp - edge, distFromMid);
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// Premultiplied alpha output
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float a = mask * fillColor.a;
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fragColor = vec4(fillColor.rgb * a, a) * qt_Opacity;
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}
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