add shaders for bars, remove waterfall

This commit is contained in:
2026-06-04 14:25:51 +02:00
parent 0d125993a5
commit 16efeb2fde
9 changed files with 499 additions and 157 deletions
+12
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#version 330 core
in float vVal;
out vec4 fragColor;
uniform sampler1D heatmap;
void main()
{
vec3 col = texture(heatmap, vVal).rgb;
fragColor = vec4(col, 1.0);
}
+38
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#version 330 core
uniform float barHeights[96];
uniform int barCount;
uniform float barWidth;
uniform float gap;
uniform float bottomY;
uniform float topClip;
out float vVal;
void main()
{
int bar = gl_InstanceID;
int vertex = gl_VertexID;
float h = barHeights[bar];
float xLeft = -1.0 + float(bar) * (barWidth + gap);
float xRight = xLeft + barWidth;
float regionH = topClip - bottomY;
float yTop = bottomY + h * regionH;
vec2 corners[6];
corners[0] = vec2(xLeft, bottomY);
corners[1] = vec2(xRight, bottomY);
corners[2] = vec2(xRight, yTop);
corners[3] = vec2(xLeft, bottomY);
corners[4] = vec2(xRight, yTop);
corners[5] = vec2(xLeft, yTop);
vec2 pos = corners[vertex];
vVal = (pos.y - bottomY) / regionH;
gl_Position = vec4(pos, 0.0, 1.0);
}