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glslViewer in this rig has no audio input — `a.fft` does not exist and reactivity must use `u_time`

The glslViewer instance in this rig is launched without an --audio flag and has no connection to the Strudel audio-analysis shim. The a.fft[...] array (which exists in the browser Hydra shim) is undefined here, and there is no audio texture via u_tex0 either. Any shader authored to react to sound renders as static or black. Motion must be driven from u_time alone (or a manual u_mouse interaction). For audio-reactive visuals the Hydra lane, with its 4-bin shim, is the correct tool.

Examples

Broken: gl_FragColor = vec4(a.fft[0]); // a.fft undefined in glslViewer Working: gl_FragColor = vec4(sin(u_time*2.0)*0.5+0.5); // time-driven

Assessment

A student pastes a Hydra audio-reactive snippet into a GLSL shader expecting it to respond to music. Explain why it renders static or black and suggest the correct alternative approach.

“No audio in this rig.** There is no `a.fft[...]` (that's the browser Hydra shim) and the launcher passes no `--audio`, so `u_tex0` as an audio texture is absent too.”
context/ · L1-instruments/glsl/gotchas.md · chunk 1