Add waveform (oscilloscope) and band-reactive effect families
- Time-domain waveform uniform (uWave) fed to the shader. - New families: Waveform, Waveform Radiale, Tri-Banda (concentric per-band zones), and Reattivo Bassi/Medi/Alti (single-band reactive). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -26,7 +26,7 @@ class Visualizer {
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uFamily: U('uFamily'), uScale: U('uScale'), uRot: U('uRot'), uRotSpeed: U('uRotSpeed'), uSym: U('uSym'),
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uHueBase: U('uHueBase'), uHueCycle: U('uHueCycle'), uSat: U('uSat'), uContrast: U('uContrast'),
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uInvert: U('uInvert'), uWarp: U('uWarp'), uAudioMix: U('uAudioMix'), uSpeed: U('uSpeed'),
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uColorA: U('uColorA'), uColorB: U('uColorB'), uTex: U('uTex'), uSpectrum: U('uSpectrum'), uBgDark: U('uBgDark')
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uColorA: U('uColorA'), uColorB: U('uColorB'), uTex: U('uTex'), uSpectrum: U('uSpectrum'), uBgDark: U('uBgDark'), uWave: U('uWave')
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};
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// Custom-source texture (for the SVG/Image effect family). Starts empty.
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@@ -125,6 +125,7 @@ class Visualizer {
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gl.uniform1f(u.uBgDark, e.bgDark || 0);
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if (u.uSpectrum && audio.spectrum) gl.uniform1fv(u.uSpectrum, audio.spectrum);
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if (u.uWave && audio.wave) gl.uniform1fv(u.uWave, audio.wave);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.tex);
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