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yoyofrkblaschke
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Fix values for bass/middle/treble/volume params for shaders
Since earlier projectM versions had values in these args which were way higher than they should've been, they were divided by 100. Since the audio processing refactor, this is no longer required, but these divisions were overlooked and thus shaders got only 1% of the actual magnitude expected. Signed-off-by: Kai Blaschke <[email protected]>
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src/libprojectM/MilkdropPreset/MilkdropShader.cpp

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -186,14 +186,14 @@ void MilkdropShader::LoadVariables(const PresetState& presetState, const PerFram
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presetState.renderContext.fps,
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presetState.renderContext.frame,
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presetState.renderContext.progress});
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m_shader.SetUniformFloat4("_c3", {presetState.audioData.bass / 100,
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presetState.audioData.mid / 100,
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presetState.audioData.treb / 100,
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presetState.audioData.vol / 100});
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m_shader.SetUniformFloat4("_c4", {presetState.audioData.bassAtt / 100,
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presetState.audioData.midAtt / 100,
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presetState.audioData.trebAtt / 100,
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presetState.audioData.volAtt / 100});
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m_shader.SetUniformFloat4("_c3", {presetState.audioData.bass,
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presetState.audioData.mid,
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presetState.audioData.treb,
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presetState.audioData.vol});
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m_shader.SetUniformFloat4("_c4", {presetState.audioData.bassAtt,
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presetState.audioData.midAtt,
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presetState.audioData.trebAtt,
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presetState.audioData.volAtt});
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m_shader.SetUniformFloat4("_c5", {blurMax[0] - blurMin[0],
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blurMin[0],
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blurMax[1] - blurMin[1],

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