feat: working in src
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@@ -135,6 +135,7 @@ glsl-glyphs-sentences: sentences.txt ## glsl-glyphs --sentences-only
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--glyph-names sample/cp437_names.txt \
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--sentences-only \
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--sentences-input ../../sentences.txt \
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--output ../../project/inc_cp437.glsl \
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--sentences-output ../../project/inc_sentences.glsl
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.PHONY: glsl-glyphs-dungeon
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+21
-12
@@ -3,6 +3,7 @@
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#include inc_functions.glsl
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#include inc_cp437.glsl
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#include inc_sentences.glsl
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#include inc_dungeon.glsl
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#ifndef INC_SRC
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#define INC_SRC
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@@ -139,21 +140,29 @@ vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2
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// controls
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float zoom = magic(f1, b1, seed + 10.);
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float voronoi_distort = magic(f2, b2, seed + 20.);
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float details = magic(f3, b3, seed + 30.);
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float noise_factor = magic(seed + 40.);
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float zoom = magic(f1, b1, seed + 10.) * 3. + 3.;
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float overthrow = magic(f2, b2, seed + 20.) * 30. + 3.;
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float quantize = (1. - magic(f3, b3, seed + 30.)) * 10. + 1.;
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// logic
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vec2 uv2 = uv1;
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uv2 *= zoom * 20. + 3.;
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vec2 uv2 = uv1 * zoom + 1000;
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uv2.x += iBeats;
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vec4 data = voronoi(uv2, voronoi_distort, seed + 50, iBeats);
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float f = data.x / (data.x + data.y);
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f = sin(f * PI * (details * 20.)) * .5 + 1.;
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int nf = int(noise_factor * 6.);
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f *= mix(1., noise_f(uv2, nf - 1), step(.0, float(nf)));
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float f = 0;
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f += perlin(uv2 * 1., seed + 00) * .5;
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f += perlin(uv2 * 2., seed + 10) * .25;
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f += perlin(uv2 * 4., seed + 10) * .125;
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f += perlin(uv2 * 8., seed + 10) * .0625;
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f += perlin(uv2 * 16., seed + 10) * .03125;
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f = (f - 0.5) * 2.;
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f *= overthrow;
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f = round(f * quantize) / quantize;
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f = (f + 1.0) * 0.5;
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return vec4(f);
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}
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@@ -286,7 +295,7 @@ vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2
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ivec2 uv2i = ivec2(uv2);
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int code = ((charset_ctrl.y < 1. || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
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uv2 = mod(uv2, 1.);
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float f = cp437(uv2, code) ? 1. : 0.;
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float f = dungeon(uv2, code) ? 1. : 0.;
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return vec4(f);
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}
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