Bind audio CHOP channels to GLSL TOP uniform slots
create_audio_glsl_uniformsBind audio analysis channels from a CHOP to existing glslTOP uniform slots, enabling real-time shader parameter control by frequency bands like low, mid, or rms.
Instructions
Writes CHOP-reference expressions onto the seq.vec uniform slots of an existing glslTOP, so named channels (low/mid/high/rms etc.) drive shader uniforms every cook. Creates no operators — pure parameter binding. Idempotent and composable with create_glsl_shader.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| target_glsl_path | Yes | Path to an existing glslTOP whose seq.vec slots will be bound. | |
| source_chop_path | Yes | Path to the CHOP whose channels are read (must contain every `chan` listed in bindings). | |
| bindings | Yes | Channel → uniform/component map. Multiple entries can target the same slot (different components) to build a multi-component uniform. | |
| expand_capacity | No | If true, grow g.seq.vec.numBlocks to fit the highest slot index. If false, an out-of-range slot is a hard error. |