use symlinks

This commit is contained in:
2026-08-28 20:12:44 +02:00
parent e1e88362bd
commit bba4c0e8f5
10 changed files with 9 additions and 965 deletions
-391
View File
@@ -1,391 +0,0 @@
#ifndef INC_CP437
#define INC_CP437
const int cp437[] = int[1024](
0x0000, 0x0000, 0x0000, 0x0000, // 0x00, NUL
0x151E, 0x8A87, 0xE19D, 0x789B, // 0x01, SOH, SMILEY BLACK
0xFBFE, 0xFDF7, 0xEF73, 0x7FEC, // 0x02, STX, SMILEY LIGHT
0xFFF6, 0x7773, 0x08CE, 0x0013, // 0x03, ETX, HEART
0xFEC8, 0x7310, 0x08CE, 0x0013, // 0x04, EOT, DIAMOND
0xFCEC, 0x7131, 0xECEF, 0x3137, // 0x05, ENQ, CLUB
0xEC88, 0x3100, 0xECEF, 0x3137, // 0x06, ACK, SPADE
0xC800, 0x3100, 0x008C, 0x0013, // 0x07, BEL, DOT
0x37FF, 0xCEFF, 0xFF73, 0xFFEC, // 0x08, BS, INVERT DOT
0x26C0, 0x4630, 0x0C62, 0x0364, // 0x09, HT, CIRCLE
0xD93F, 0xB9CF, 0xF39D, 0xFC9B, // 0x0A, LF, INVERT CIRCLE
0xE000, 0xBFEF, 0xE333, 0x1333, // 0x0B, VT, MALE
0x666C, 0x6663, 0x8E8C, 0x1713, // 0x0C, FF, FEMALE
0xCCCC, 0x0FCF, 0x7FEC, 0x0000, // 0x0D, CR, NOTE
0x6E6E, 0xCFCF, 0x3766, 0x06EC, // 0x0E, SO, DOUBLE NOTE
0x7CA9, 0xE359, 0x9AC7, 0x953E, // 0x0F, SI, SUN
0xFF71, 0x7100, 0x017F, 0x0001, // 0x10, DLE, RIGHT TRIANGLE
0xFC00, 0x7774, 0x000C, 0x0477, // 0x11, DC1, LEFT TRIANGLE
0x8EC8, 0x1731, 0x8CE8, 0x1371, // 0x12, DC2, ARROW UP DOWN
0x6666, 0x6666, 0x0606, 0x0606, // 0x13, DC3, DOUBLE EXCLAMATION
0xEBBE, 0xDDDF, 0x0888, 0x0DDD, // 0x14, DC4, PARAGRAPH
0x6C6C, 0x31C7, 0xE3C6, 0x1313, // 0x15, NAK, ?
0x0000, 0x0000, 0x0EEE, 0x0777, // 0x16, SYN, HALF SQUARE BOTTOM
0x8EC8, 0x1731, 0xF8CE, 0xF137, // 0x17, ETB, ARROW UP DOWN UNDERLINED
0x8EC8, 0x1731, 0x0888, 0x0111, // 0x18, CAN, ARROW UP
0x8888, 0x1111, 0x08CE, 0x0137, // 0x19, EM, ARROW DOWN
0xF080, 0x7310, 0x0080, 0x0013, // 0x1A, SUB, ARROW RIGHT
0xF6C0, 0x7000, 0x00C6, 0x0000, // 0x1B, ESC, ARROW LEFT
0x3300, 0x0000, 0x00F3, 0x0070, // 0x1C, FS, ?
0xF640, 0xF620, 0x0046, 0x0026, // 0x1D, GS, ARROW LEFT RIGHT
0xEC80, 0x7310, 0x00FF, 0x00FF, // 0x1E, RS, TRIANGLE UP
0xEFF0, 0x7FF0, 0x008C, 0x0013, // 0x1F, US, TRIANGLE DOWN
0x0000, 0x0000, 0x0000, 0x0000, // 0x20, SPACE
0xCEEC, 0x0110, 0x0C0C, 0x0000, // 0x21, !
0x0666, 0x0333, 0x0000, 0x0000, // 0x22, "
0x6F66, 0x3733, 0x066F, 0x0337, // 0x23, #
0xE3EC, 0x1030, 0x0CF0, 0x0013, // 0x24, $
0x8330, 0x1360, 0x036C, 0x0660, // 0x25, %
0xEC6C, 0x6131, 0x0E3B, 0x0633, // 0x26, &
0x0366, 0x0000, 0x0000, 0x0000, // 0x27, '
0x66C8, 0x0001, 0x08C6, 0x0100, // 0x28, (
0x88C6, 0x1100, 0x06C8, 0x0001, // 0x29, )
0xFC60, 0xF360, 0x006C, 0x0063, // 0x2A, *
0xFCC0, 0x3000, 0x00CC, 0x0000, // 0x2B, +
0x0000, 0x0000, 0x6CC0, 0x0000, // 0x2C, ,
0xF000, 0x3000, 0x0000, 0x0000, // 0x2D, -
0x0000, 0x0000, 0x0CC0, 0x0000, // 0x2E, .
0xC800, 0x0136, 0x0136, 0x0000, // 0x2F, /
0xB33E, 0x7763, 0x0E7F, 0x0366, // 0x30, 0
0xCCEC, 0x0000, 0x0FCC, 0x0300, // 0x31, 1
0xC03E, 0x1331, 0x0F36, 0x0330, // 0x32, 2
0xC03E, 0x1331, 0x0E30, 0x0133, // 0x33, 3
0x36C8, 0x3333, 0x080F, 0x0737, // 0x34, 4
0x0F3F, 0x3103, 0x0E30, 0x0133, // 0x35, 5
0xF36C, 0x1001, 0x0E33, 0x0133, // 0x36, 6
0x803F, 0x1333, 0x0CCC, 0x0000, // 0x37, 7
0xE33E, 0x1331, 0x0E33, 0x0133, // 0x38, 8
0xE33E, 0x3331, 0x0E80, 0x0013, // 0x39, 9
0x0CC0, 0x0000, 0x0CC0, 0x0000, // 0x3A, :
0x0CC0, 0x0000, 0x6CC0, 0x0000, // 0x3B, ;
0x36C8, 0x0001, 0x08C6, 0x0100, // 0x3C, <
0x0F00, 0x0300, 0x00F0, 0x0030, // 0x3D, =
0x08C6, 0x3100, 0x06C8, 0x0001, // 0x3E, >
0x803E, 0x1331, 0x0C0C, 0x0000, // 0x3F, ?
0xBB3E, 0x7763, 0x0E3B, 0x0107, // 0x40, @
0x33EC, 0x3310, 0x033F, 0x0333, // 0x41, A
0xE66F, 0x3663, 0x0F66, 0x0366, // 0x42, B
0x336C, 0x0063, 0x0C63, 0x0360, // 0x43, C
0x666F, 0x6631, 0x0F66, 0x0136, // 0x44, D
0xE66F, 0x1147, 0x0F66, 0x0741, // 0x45, E
0xE66F, 0x1147, 0x0F66, 0x0001, // 0x46, F
0x336C, 0x0063, 0x0C63, 0x0767, // 0x47, G
0xF333, 0x3333, 0x0333, 0x0333, // 0x48, H
0xCCCE, 0x0001, 0x0ECC, 0x0100, // 0x49, I
0x0008, 0x3337, 0x0E33, 0x0133, // 0x4A, J
0xE667, 0x1366, 0x0766, 0x0663, // 0x4B, K
0x666F, 0x0000, 0x0F66, 0x0764, // 0x4C, L
0xFF73, 0x7776, 0x033B, 0x0666, // 0x4D, M
0xBF73, 0x7666, 0x0333, 0x0667, // 0x4E, N
0x336C, 0x6631, 0x0C63, 0x0136, // 0x4F, O
0xE66F, 0x3663, 0x0F66, 0x0000, // 0x50, P
0x333E, 0x3331, 0x08EB, 0x0313, // 0x51, Q
0xE66F, 0x3663, 0x0766, 0x0663, // 0x52, R
0xE73E, 0x0031, 0x0E38, 0x0133, // 0x53, S
0xCCDF, 0x0023, 0x0ECC, 0x0100, // 0x54, T
0x3333, 0x3333, 0x0F33, 0x0333, // 0x55, U
0x3333, 0x3333, 0x0CE3, 0x0013, // 0x56, V
0xB333, 0x6666, 0x037F, 0x0677, // 0x57, W
0xC633, 0x1366, 0x036C, 0x0631, // 0x58, X
0xE333, 0x1333, 0x0ECC, 0x0100, // 0x59, Y
0x813F, 0x1367, 0x0F6C, 0x0764, // 0x5A, Z
0x666E, 0x0001, 0x0E66, 0x0100, // 0x5B, [
0x8C63, 0x1000, 0x0000, 0x0463, // 0x5C,
0x888E, 0x1111, 0x0E88, 0x0111, // 0x5D, ]
0x36C8, 0x6310, 0x0000, 0x0000, // 0x5E, ^
0x0000, 0x0000, 0xF000, 0xF000, // 0x5F, _
0x08CC, 0x0100, 0x0000, 0x0000, // 0x60, `
0x0E00, 0x3100, 0x0E3E, 0x0633, // 0x61, a
0xE667, 0x3000, 0x0B66, 0x0366, // 0x62, b
0x3E00, 0x3100, 0x0E33, 0x0130, // 0x63, c
0xE008, 0x3333, 0x0E33, 0x0633, // 0x64, d
0x3E00, 0x3100, 0x0E3F, 0x0103, // 0x65, e
0xF66C, 0x0031, 0x0F66, 0x0000, // 0x66, f
0x3E00, 0x3600, 0xF0E3, 0x1333, // 0x67, g
0xE667, 0x6300, 0x0766, 0x0666, // 0x68, h
0xCE0C, 0x0000, 0x0ECC, 0x0100, // 0x69, i
0x0000, 0x3303, 0xE330, 0x1333, // 0x6A, j
0x6667, 0x3600, 0x076E, 0x0631, // 0x6B, k
0xCCCE, 0x0000, 0x0ECC, 0x0100, // 0x6C, l
0xF300, 0x7300, 0x03BF, 0x0667, // 0x6D, m
0x3F00, 0x3100, 0x0333, 0x0333, // 0x6E, n
0x3E00, 0x3100, 0x0E33, 0x0133, // 0x6F, o
0x6B00, 0x6300, 0xF6E6, 0x0036, // 0x70, p
0x3E00, 0x3600, 0x80E3, 0x7333, // 0x71, q
0xEB00, 0x6300, 0x0F66, 0x0006, // 0x72, r
0x3E00, 0x0300, 0x0F0E, 0x0131, // 0x73, s
0xCEC8, 0x0300, 0x08CC, 0x0120, // 0x74, t
0x3300, 0x3300, 0x0E33, 0x0633, // 0x75, u
0x3300, 0x3300, 0x0CE3, 0x0013, // 0x76, v
0xB300, 0x6600, 0x06FF, 0x0377, // 0x77, w
0x6300, 0x3600, 0x036C, 0x0631, // 0x78, x
0x3300, 0x3300, 0xF0E3, 0x1333, // 0x79, y
0x9F00, 0x1300, 0x0F6C, 0x0320, // 0x7A, z
0x7CC8, 0x0003, 0x08CC, 0x0300, // 0x7B, {
0x0888, 0x0111, 0x0888, 0x0111, // 0x7C, |
0x8CC7, 0x3000, 0x07CC, 0x0000, // 0x7D, }
0x00BE, 0x0036, 0x0000, 0x0000, // 0x7E, ~
0x6C80, 0x3100, 0x0F33, 0x0766, // 0x7F, DEL, HOUSE
0x333E, 0x3031, 0xE08E, 0x1311, // 0x80, Ç
0x3030, 0x3030, 0x0E33, 0x0733, // 0x81, ü
0x3E08, 0x3103, 0x0E3F, 0x0103, // 0x82, é
0x0C3E, 0x63C7, 0x0C6C, 0x0F67, // 0x83, â
0x0E03, 0x3103, 0x0E3E, 0x0733, // 0x84, ä
0x0E07, 0x3100, 0x0E3E, 0x0733, // 0x85, à
0x0ECC, 0x3100, 0x0E3E, 0x0733, // 0x86, å
0x3E00, 0x0100, 0xC0E3, 0x1310, // 0x87, ç
0x6C3E, 0x63C7, 0x0C6E, 0x0307, // 0x88, ê
0x3E03, 0x3103, 0x0E3F, 0x0103, // 0x89, ë
0x3E07, 0x3100, 0x0E3F, 0x0103, // 0x8A, è
0xCE03, 0x0003, 0x0ECC, 0x0100, // 0x8B, ï
0x8C3E, 0x1163, 0x0C88, 0x0311, // 0x8C, î
0xCE07, 0x0000, 0x0ECC, 0x0100, // 0x8D, ì
0x36C3, 0x6316, 0x033F, 0x0667, // 0x8E, Ä
0xE0CC, 0x1000, 0x03F3, 0x0333, // 0x8F, Å
0x6F08, 0x0303, 0x0F6E, 0x0301, // 0x90, É
0x0E00, 0x3F00, 0x0E3E, 0x0F3F, // 0x91, æ
0xF36C, 0x7337, 0x0333, 0x0733, // 0x92, Æ
0xE03E, 0x1031, 0x0E33, 0x0133, // 0x93, ô
0xE030, 0x1030, 0x0E33, 0x0133, // 0x94, ö
0xE070, 0x1000, 0x0E33, 0x0133, // 0x95, ò
0x303E, 0x3031, 0x0E33, 0x0733, // 0x96, û
0x3070, 0x3000, 0x0E33, 0x0733, // 0x97, ù
0x3030, 0x3030, 0xF0E3, 0x1333, // 0x98, ÿ
0x6C83, 0x631C, 0x08C6, 0x0136, // 0x99, Ö
0x3303, 0x3303, 0x0E33, 0x0133, // 0x9A, Ü
0x3E88, 0x0711, 0x88E3, 0x1170, // 0x9B, ¢
0xF66C, 0x0231, 0x0F76, 0x0360, // 0x9C, £
0xFE33, 0x3133, 0xCCFC, 0x0030, // 0x9D, ¥
0xF33F, 0x5331, 0x3333, 0xE6F6, // 0x9E, ₧
0xC880, 0x31D7, 0xEB88, 0x0111, // 0x9F, ƒ
0x0E08, 0x3103, 0x0E3E, 0x0733, // 0xA0, á
0xCE0C, 0x0001, 0x0ECC, 0x0100, // 0xA1, í
0xE080, 0x1030, 0x0E33, 0x0133, // 0xA2, ó
0x3080, 0x3030, 0x0E33, 0x0733, // 0xA3, ú
0xF0F0, 0x1010, 0x0333, 0x0333, // 0xA4, ñ
0x730F, 0x3303, 0x03BF, 0x0333, // 0xA5, Ñ
0xC66C, 0x7333, 0x00E0, 0x0070, // 0xA6, ª
0xC66C, 0x1331, 0x00E0, 0x0030, // 0xA7, º
0x6C0C, 0x0000, 0x0E33, 0x0130, // 0xA8, ¿
0xF000, 0x3000, 0x0033, 0x0000, // 0xA9, ⌐
0xF000, 0x3000, 0x0000, 0x0033, // 0xAA, ¬
0xB333, 0x736C, 0x036C, 0xF36C, // 0xAB, ½
0xB333, 0xD36C, 0x036C, 0xCFFE, // 0xAC, ¼
0x8088, 0x1011, 0x0888, 0x0111, // 0xAD, ¡
0x36C0, 0x36C0, 0x00C6, 0x00C6, // 0xAE, «
0xC630, 0xC630, 0x0036, 0x0036, // 0xAF, »
0x1414, 0x1414, 0x1414, 0x1414, // 0xB0, ░
0x5A5A, 0x5A5A, 0x5A5A, 0x5A5A, // 0xB1, ▒
0xBEBE, 0xBEBE, 0xBEBE, 0xBEBE, // 0xB2, ▓
0x8888, 0x1111, 0x8888, 0x1111, // 0xB3, │
0x8888, 0x1111, 0x888F, 0x1111, // 0xB4, ┤
0x8F88, 0x1111, 0x888F, 0x1111, // 0xB5, ╡
0xCCCC, 0x6666, 0xCCCF, 0x6666, // 0xB6, ╢
0x0000, 0x0000, 0xCCCF, 0x6667, // 0xB7, ╖
0x8F00, 0x1100, 0x888F, 0x1111, // 0xB8, ╕
0x0FCC, 0x6666, 0xCCCF, 0x6666, // 0xB9, ╣
0xCCCC, 0x6666, 0xCCCC, 0x6666, // 0xBA, ║
0x0F00, 0x6700, 0xCCCF, 0x6666, // 0xBB, ╗
0x0FCC, 0x6666, 0x000F, 0x0007, // 0xBC, ╝
0xCCCC, 0x6666, 0x000F, 0x0007, // 0xBD, ╜
0x8F88, 0x1111, 0x000F, 0x0001, // 0xBE, ╛
0x0000, 0x0000, 0x888F, 0x1111, // 0xBF, ┐
0x8888, 0x1111, 0x0008, 0x000F, // 0xC0, └
0x8888, 0x1111, 0x000F, 0x000F, // 0xC1, ┴
0x0000, 0x0000, 0x888F, 0x111F, // 0xC2, ┬
0x8888, 0x1111, 0x8888, 0x111F, // 0xC3, ├
0x0000, 0x0000, 0x000F, 0x000F, // 0xC4, ─
0x8888, 0x1111, 0x888F, 0x111F, // 0xC5, ┼
0x8888, 0x1F11, 0x8888, 0x111F, // 0xC6, ╞
0xCCCC, 0x6666, 0xCCCC, 0x666E, // 0xC7, ╟
0xCCCC, 0x0E66, 0x000C, 0x000F, // 0xC8, ╚
0xCC00, 0x0F00, 0xCCCC, 0x666E, // 0xC9, ╔
0x0FCC, 0x0E66, 0x000F, 0x000F, // 0xCA, ╩
0x0F00, 0x0F00, 0xCCCF, 0x666E, // 0xCB, ╦
0xCCCC, 0x0E66, 0xCCCC, 0x666E, // 0xCC, ╠
0x0F00, 0x0F00, 0x000F, 0x000F, // 0xCD, ═
0x0FCC, 0x0E66, 0xCCCF, 0x666E, // 0xCE, ╬
0x0F88, 0x0F11, 0x000F, 0x000F, // 0xCF, ╧
0xCCCC, 0x6666, 0x000F, 0x000F, // 0xD0, ╨
0x0F00, 0x0F00, 0x888F, 0x111F, // 0xD1, ╤
0x0000, 0x0000, 0xCCCF, 0x666F, // 0xD2, ╥
0xCCCC, 0x6666, 0x000C, 0x000F, // 0xD3, ╙
0x8888, 0x1F11, 0x0008, 0x000F, // 0xD4, ╘
0x8800, 0x1F00, 0x8888, 0x111F, // 0xD5, ╒
0x0000, 0x0000, 0xCCCC, 0x666F, // 0xD6, ╓
0xCCCC, 0x6666, 0xCCCF, 0x666F, // 0xD7, ╫
0x8F88, 0x1F11, 0x888F, 0x111F, // 0xD8, ╪
0x8888, 0x1111, 0x000F, 0x0001, // 0xD9, ┘
0x0000, 0x0000, 0x8888, 0x111F, // 0xDA, ┌
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, // 0xDB, █
0x0000, 0x0000, 0xFFFF, 0xFFFF, // 0xDC, ▄
0xFFFF, 0x0000, 0xFFFF, 0x0000, // 0xDD, ▌
0x0000, 0xFFFF, 0x0000, 0xFFFF, // 0xDE, ▐
0xFFFF, 0xFFFF, 0x0000, 0x0000, // 0xDF, ▀
0xBE00, 0x3600, 0x0EB3, 0x0631, // 0xE0, α
0xF3E0, 0x1310, 0x33F3, 0x0013, // 0xE1, ß
0x33F0, 0x0330, 0x0333, 0x0000, // 0xE2, Γ
0x66F0, 0x3370, 0x0666, 0x0333, // 0xE3, π
0xC63F, 0x0033, 0x0F36, 0x0330, // 0xE4, Σ
0xBE00, 0x1700, 0x0EBB, 0x0011, // 0xE5, σ
0x6660, 0x6660, 0x36E6, 0x0036, // 0xE6, µ
0x8BE0, 0x1360, 0x0888, 0x0111, // 0xE7, τ
0x3ECF, 0x3103, 0xFCE3, 0x3013, // 0xE8, Φ
0xF36C, 0x7631, 0x0C63, 0x0136, // 0xE9, Θ
0x336C, 0x6631, 0x0766, 0x0733, // 0xEA, Ω
0xE8C8, 0x3103, 0x0E33, 0x0133, // 0xEB, δ
0xBE00, 0xD700, 0x00EB, 0x007D, // 0xEC, ∞
0xBE00, 0xD736, 0x36EB, 0x007D, // 0xED, φ
0xF36C, 0x1001, 0x0C63, 0x0100, // 0xEE, ε
0x333E, 0x3331, 0x0333, 0x0333, // 0xEF, ∩
0xF0F0, 0x3030, 0x00F0, 0x0030, // 0xF0, ≡
0xCFCC, 0x0300, 0x0F0C, 0x0300, // 0xF1, ±
0xC8C6, 0x0100, 0x0F06, 0x0300, // 0xF2, ≥
0xC6C8, 0x0001, 0x0F08, 0x0301, // 0xF3, ≤
0x8880, 0x1DD7, 0x8888, 0x1111, // 0xF4, ⌠
0x8888, 0x1111, 0xEBB8, 0x0111, // 0xF5, ⌡
0xF0CC, 0x3000, 0x0CC0, 0x0000, // 0xF6, ÷
0x0BE0, 0x0360, 0x00BE, 0x0036, // 0xF7, ≈
0xC66C, 0x1331, 0x0000, 0x0000, // 0xF8, °
0x8000, 0x1000, 0x0008, 0x0001, // 0xF9, ∙
0x0000, 0x0000, 0x0008, 0x0001, // 0xFA, ·
0x0000, 0x333F, 0x8C67, 0x3333, // 0xFB, √
0x666E, 0x3331, 0x0006, 0x0003, // 0xFC, ⁿ
0x6C8E, 0x0010, 0x000E, 0x0001, // 0xFD, ²
0xCC00, 0x3300, 0x00CC, 0x0033, // 0xFE, ■
0x0000, 0x0000, 0x0000, 0x0000 // 0xFF, NBSP
);
const int charsets[] = int[18](
0x30, 10, // NUMBERS
0x41, 26, // UPPERCASE LETTERS
0x61, 26, // LOWERCASE LETTERS
0x01, 15, // SYMBOLS
0x18, 4, // ARROWS
0xB3, 40, // BARS
0xE0, 16, // GREEK
0x80, 28, // ACCENTS
0xB0, 3 // SHADES
);
#define CHARSETS 8
const int hex_chars[] = int[16](
0x30,
0x31,
0x32,
0x33,
0x34,
0x35,
0x36,
0x37,
0x38,
0x39,
0x41,
0x42,
0x43,
0x44,
0x45,
0x46
);
bool char(vec2 pos, int code)
{
if (pos.x < .0 || pos.y < .0 || pos.x >= 1. || pos.y >= 1.) {
return false;
}
ivec2 pos2 = ivec2(pos.x * 8., (1 - pos.y) * 8.);
ivec2 subpos = pos2 % 4;
int v = int(pow(2., subpos.y * 4. + subpos.x));
int d = int(pos2.y * .25) * 2 + int(pos2.x * .25);
return (cp437[code * 4 + d] & v) > 0;
}
float char_at(vec2 uv, vec2 pos, int code)
{
return char(uv - pos, code) ? 1. : 0.;
}
float write_5(vec2 uv, vec2 pos, int str[5])
{
float d = 0.;
int i;
for (i = 0; i < 5; i++) {
if (str[i] == 0) {
return d;
}
d += char_at(uv, pos + vec2(i, 0.), str[i]);
}
return d;
}
float write_10(vec2 uv, vec2 pos, int str[10])
{
float d = 0.;
int i;
for (i = 0; i < 10; i++) {
if (str[i] == 0) {
return d;
}
d += char_at(uv, pos + vec2(i, 0.), str[i]);
}
return d;
}
float write_20(vec2 uv, vec2 pos, int str[20])
{
float d = 0.;
int i;
for (i = 0; i < 20; i++) {
if (str[i] == 0) {
return d;
}
d += char_at(uv, pos + vec2(i, 0.), str[i]);
}
return d;
}
float write_int(vec2 uv, vec2 pos, int value, int magnitude)
{
value = max(0, value);
int i;
int m = 1;
float d = 0.;
for (i = 0; i < magnitude; i++) {
if (i == 0 || value >= m) {
d += char_at(uv, pos + vec2(magnitude - i - 1., 0.), int(0x30 + (value % (m * 10)) / m));
m *= 10;
}
}
return d;
}
float write_int_left(vec2 uv, vec2 pos, int value, int magnitude)
{
value = max(0, value);
int i;
int m = 1;
float d = 0.;
for (i = 0; i < magnitude; i++) {
if (i == 0 || value >= m) {
pos.x += 1.;
m *= 10;
}
}
return write_int(uv, pos, value, magnitude);
}
#endif
+1
View File
@@ -0,0 +1 @@
../forge-steel/default/inc_cp437.glsl
-400
View File
@@ -1,400 +0,0 @@
#ifndef PI
#define PI 3.1415927
#endif
#include inc_time.glsl
#include inc_rand.glsl
#include inc_res.glsl
#ifndef INC_FUNCTIONS
#define INC_FUNCTIONS
// BASICS
float istep(float x, float y) {
return 1. - step(x, y);
}
float estep(float x, float y) {
return smoothstep(x - .0001, x + .0001, y);
}
float iestep(float x, float y) {
return 1. - estep(x, y);
}
float ease(float x) {
return .5 - cos(max(min(x, 1.), 0.) * PI) * .5;
}
vec2 ease(vec2 x) {
return .5 - cos(max(min(x, 1.), 0.) * PI) * .5;
}
vec3 ease(vec3 x) {
return .5 - cos(max(min(x, 1.), 0.) * PI) * .5;
}
float saw(float x) {
return abs(mod(x + 1., 2.) - 1.);
}
vec2 saw(vec2 x) {
return abs(mod(x + 1., 2.) - 1.);
}
vec3 saw(vec3 x) {
return abs(mod(x + 1., 2.) - 1.);
}
float cmod(float x, float k) {
return mod(x + k * .5, k) - k * .5;
}
vec2 cmod(vec2 x, float k) {
return mod(x + k * .5, k) - k * .5;
}
vec3 cmod(vec3 x, float k) {
return mod(x + k * .5, k) - k * .5;
}
// COLORS
vec3 col(float x) {
return vec3(
.5 * (sin(x * 2. * PI) + 1.),
.5 * (sin(x * 2. * PI + PI * .6666667) + 1.),
.5 * (sin(x * 2. * PI - PI * .6666667) + 1.)
);
}
vec3 shift(vec3 c, float f) {
return vec3(
c.x * (1. - f) + c.y * f,
c.y * (1. - f) + c.z * f,
c.z * (1. - f) + c.x * f
);
}
vec3 shift3(vec3 c, float f) {
return shift(shift(shift(c, f), f), f);
}
vec3 mix3(vec3 c1, vec3 c2, vec3 c3, float x) {
return istep(.5, x) * mix(c1, c2, x * 2.)
+ step(.5, x) * mix(c2, c3, x * 2. - 1.);
}
vec3 mix4(vec3 c1, vec3 c2, vec3 c3, vec3 c4, float x) {
return istep(.333, x) * mix(c1, c2, x * 3.)
+ step(.333, x) * istep(.667, x) * mix(c2, c3, x * 3. - 1.)
+ step(.667, x) * mix(c3, c4, x * 3. - 2.);
;
}
vec3 mix5(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, float x) {
return istep(.25, x) * mix(c1, c2, x * 4.)
+ step(.25, x) * istep(.5, x) * mix(c2, c3, x * 4. - 1.)
+ step(.5, x) * istep(.75, x) * mix(c3, c4, x * 4. - 2.)
+ step(.75, x) * mix(c4, c5, x * 4. - 3.);
}
vec3 mix6(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, vec3 c6, float x) {
return istep(.2, x) * mix(c1, c2, x * 5.)
+ step(.2, x) * istep(.4, x) * mix(c2, c3, x * 5. - 1.)
+ step(.4, x) * istep(.6, x) * mix(c3, c4, x * 5. - 2.)
+ step(.6, x) * istep(.8, x) * mix(c4, c5, x * 5. - 3.)
+ step(.8, x) * mix(c5, c6, x * 5. - 4.);
}
float mean(vec3 v)
{
return v.x * .3333 + v.y * .3333 + v.z * .3333;
}
float mean(vec4 v)
{
return v.x * .3333 + v.y * .3333 + v.z * .3333;
}
// OTHER
mat2 rot(float angle) {
return mat2(
cos(angle * 2. * PI), -sin(angle * 2. * PI),
sin(angle * 2. * PI), cos(angle * 2. * PI)
);
}
// EFFECTS
vec2 lens(vec2 uv, float limit, float power) {
return uv * (1. + limit + length(uv * power));
}
vec2 kal(vec2 uv, float n) {
float t = atan(uv.y, uv.x) + PI * .5;
float q = .4774648; // 3. / (2. * PI);
t = abs(mod(t + PI / n, 2. * PI / n) - PI / n);
return length(uv) * vec2(
cos(t),
sin(t)
);
}
vec2 kal2(vec2 uv, float n) {
float t = atan(uv.y, uv.x) + PI * .5;
float t2 = abs(mod(t + PI / n, 2. * PI / n) - PI / n);
return length(uv) * vec2(
cos(t2),
sin(t2)
);
}
// NOISE
float noise(vec2 n)
{
const vec2 d = vec2(0., 1.);
vec2 b = floor(n);
vec2 f = fract(n);
f *= f * (3. - 2. * f);
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
float noise_f(vec2 n, int f)
{
float o = noise(n) * .5;
o += mix(o, noise(n * 2.), f > 1. ? 1. : 0.) * .25;
o += mix(o, noise(n * 4.), f > 2. ? 1. : 0.) * .125;
o += mix(o, noise(n * 8.), f > 3. ? 1. : 0.) * .0625;
o += mix(o, noise(n * 16.), f > 4. ? 1. : 0.) * .03125;
return o;
}
// VORONOI
float v_index(vec2 uv) {
return floor(uv.x) + floor(uv.y) * 45.;
}
vec2 v_pos(float i, int seed, float time) {
int iTimeId = int(time);
float iTimeV = time - iTimeId;
float x0 = rand(i + seed + iTimeId);
float y0 = rand(i + seed + 10. + iTimeId);
float x1 = rand(i + seed + iTimeId + 1.);
float y1 = rand(i + seed + 10. + iTimeId + 1.);
return vec2(
mix(x0, x1, ease(ease(iTimeV))),
mix(y0, y1, ease(ease(iTimeV)))
);
}
vec4 voronoi(vec2 uv, float dist, int seed, float time) {
vec4 o = vec4(0., 0., 2., 0.);
vec4 t = vec4(0., 0., 2., 0.);
float d, i;
vec2 uv2, p;
int dx, dy;
for (dx = -1; dx <= 1; dx++) {
for (dy = -1; dy <= 1; dy++) {
uv2 = vec2(floor(uv.x) + dx, floor(uv.y) + dy);
i = v_index(uv2);
p = uv2 + v_pos(i, seed, time) * dist;
d = length(p - uv);
if (d < o.z) {
t = o;
o = vec4(p, d, i);
} else if (d < t.z) {
t = vec4(p, d, i);
}
}
}
return vec4(o.z, t.z, o.w, t.w);
}
// SHAPES
float circle(vec2 uv, vec2 c, float size) {
return istep(size, length(uv - c));
}
float h_circle(vec2 uv, vec2 c, float size, float k) {
return circle(uv, c, size + k * .5) - circle(uv, c, size - k * .5);
}
float stripe(float x, float k1, float k2)
{
return k2 > k1 ? (1. - step(x, k1)) * (step(x, k2)) : ((1. - step(x, k2)) * (step(x, k1)));
}
float capsule(vec2 uv, float r, float d, float a)
{
uv *= rot(a);
float f1 = step(uv.x, r) * step(-uv.x, r) * step(uv.y, d - r) * step(-uv.y, d - r);
float f2 = step(length(uv - vec2(0., d - r)), r);
float f3 = step(length(uv + vec2(0., d - r)), r);
return min(1., f1 + f2 + f3);
}
float rect(vec2 uv, vec2 c, vec2 size) {
uv -= c;
return step(abs(uv.x), size.x) * step(abs(uv.y), size.y);
}
float h_rect(vec2 uv, vec2 c, vec2 size, float k) {
return rect(uv, c, size + k * .5) - rect(uv, c, size - k * .5);
}
float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
vec2 p = p2 - p1;
uv -= p1;
vec2 k;
if (abs(p.y) > abs(p.x)) {
k = vec2(
uv.x - p.x * uv.y / p.y,
uv.y / p.y
);
return step(k.x, thick * .5)
* step(-k.x, thick * .5)
* step(k.y, 1.)
* (1. - step(k.y, 0.));
} else {
k = vec2(
uv.x / p.x,
uv.y - p.y * uv.x / p.x
);
return step(k.y, thick * .5)
* step(-k.y, thick * .5)
* step(k.x, 1.)
* (1. - step(k.x, 0.));
}
}
const mat2x2 ISOMETRIC_MATRIX = mat2x2(
.5, 1.,
.5, -1.
);
vec2 iso(vec2 p) {
return p * ISOMETRIC_MATRIX;
}
vec2 iso_z(float z) {
return vec2(
-z,
z
);
}
vec2 iso(vec3 uv) {
return iso(uv.xy) + iso_z(uv.z);
}
// INPUTS
vec4 reframe(sampler2D tex, vec2 uv)
{
uv = uv * vec2(iResolution.y / iResolution.x, 1.) + .5;
uv = saw(uv);
return texture(tex, uv);
}
vec4 reframe_b(sampler2D tex, vec2 uv)
{
uv = uv * vec2(iResolution.y / iResolution.x, 1.) + .5;
return texture(tex, uv);
}
vec4 kernel(sampler2D tex, vec2 uv, mat3x3 k, float spm)
{
int x, y;
vec2 offset;
vec4 sum = vec4(0.);
for (y = -1; y <= 1; ++y) {
for (x = -1; x <= 1; ++x) {
offset = vec2(x, y) * spm;
if (abs(k[x + 1][y + 1]) > 0.) {
sum += k[x + 1][y + 1] * texture(tex, uv + offset);
}
}
}
return sum;
}
// BLUR
float gaussian_weight(float x, float sigma)
{
return exp(-(x * x) / (2. * sigma * sigma));
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma, float bloom)
{
int x, y;
vec2 offset;
float w;
vec4 sum = vec4(0.);
float weight_sum = 0.;
for (y = -kernel_size; y <= kernel_size; ++y) {
for (x = -kernel_size; x <= kernel_size; ++x) {
offset = vec2(x, y) * spm;
w = gaussian_weight(length(vec2(x, y)), sigma);
sum += texture(tex, uv + offset) * w;
weight_sum += w;
}
}
return (sum / weight_sum) * bloom;
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma)
{
return gauss(tex, uv, kernel_size, spm, sigma, 1.);
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm)
{
return gauss(tex, uv, kernel_size, spm, 2.);
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size)
{
return gauss(tex, uv, kernel_size, 1. / max(iResolution.x, iResolution.y));
}
vec4 gauss(sampler2D tex, vec2 uv)
{
return gauss(tex, uv, 3);
}
float dither(vec2 uv, float x)
{
bool o = false;
o = o || x * 16. >= 1. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 0.;
o = o || x * 16. >= 2. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 2.;
o = o || x * 16. >= 3. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 2.;
o = o || x * 16. >= 4. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 0.;
o = o || x * 16. >= 5. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 1.;
o = o || x * 16. >= 6. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 3.;
o = o || x * 16. >= 7. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 3.;
o = o || x * 16. >= 8. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 1.;
o = o || x * 16. >= 9. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 0.;
o = o || x * 16. >= 10. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 2.;
o = o || x * 16. >= 11. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 2.;
o = o || x * 16. >= 12. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 0.;
o = o || x * 16. >= 13. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 1.;
o = o || x * 16. >= 14. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 3.;
o = o || x * 16. >= 15. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 3.;
o = o || x * 16. >= 16. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 1.;
return o ? 1. : 0.;
}
#endif
+1
View File
@@ -0,0 +1 @@
../forge-steel/default/inc_functions.glsl
+1 -2
View File
@@ -1,6 +1,7 @@
#include inc_res.glsl
#include inc_magic.glsl
#include inc_functions.glsl
#include inc_cp437.glsl
#ifndef INC_FX
#define INC_FX
@@ -241,8 +242,6 @@ vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, v
return fx_master(c0, c, seed, m0);
}
#include inc_cp437.glsl
// FX 9 : cp437
vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
-77
View File
@@ -1,77 +0,0 @@
#include inc_time.glsl
#ifndef INC_MAGIC
#define INC_MAGIC
vec2 magic_f(vec2 f, vec3 b, float i)
{
return vec2(
mix(f.x, randTime(i + 1.), min(1., b.z)),
mix(f.y, randTime(i + 2.), min(1., b.z))
);
}
vec2 magic_f(float i)
{
return magic_f(vec2(0.), vec3(0., 0., 1.), i);
}
vec3 magic_b(vec3 b, float i)
{
return vec3(
mix(b.x, step(.2, randTime(i + 3.)), min(1., b.z)),
mix(b.y, step(.5, randTime(i + 4.)), min(1., b.z)),
min(1., b.z)
);
}
vec3 magic_b(float i)
{
return magic_b(vec3(0., 0., 1.), i);
}
bool magic_trigger(vec3 b, float i)
{
return magic_b(b, i).x > 0.;
}
bool magic_trigger(float i)
{
return magic_b(i).x > 0.;
}
float magic(vec2 f, vec3 b, float i)
{
vec2 mf = magic_f(f, b, i);
vec3 mb = magic_b(b, i);
return mix(0., mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y), mb.x);
}
float fmagic(vec2 f, vec3 b, float i)
{
vec2 mf = magic_f(f, b, i);
vec3 mb = magic_b(b, i);
return mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y);
}
float magic(float i)
{
return magic(vec2(0.), vec3(0., 0., 1.), i);
}
float magic_reverse(vec2 f, vec3 b, float i)
{
vec2 mf = magic_f(f, b, i);
vec3 mb = magic_b(b, i);
return mix(0., mf.x * mix(1. - modTime(mf.y), modTime(mf.y), mb.y), mb.x);
}
float magic_reverse(float i)
{
return magic_reverse(vec2(0.), vec3(0., 0., 1.), i);
}
#endif
+1
View File
@@ -0,0 +1 @@
../forge-steel/default/inc_magic.glsl
-14
View File
@@ -1,14 +0,0 @@
#ifndef INC_RAND
#define INC_RAND
float rand(float seed){
float v = pow(abs(seed), .8571429); // 6. / 7.
v *= sin(v) + 1.;
return fract(v);
}
float rand(vec2 n){
return rand(n.x * 1234. + n.y * 9876.);
}
#endif
+1
View File
@@ -0,0 +1 @@
../forge-steel/default/inc_rand.glsl
-7
View File
@@ -1,7 +0,0 @@
#ifndef INC_BASE
#define INC_BASE
uniform vec2 iResolution;
uniform vec2 iTexResolution;
#endif
+1
View File
@@ -0,0 +1 @@
../forge-steel/default/inc_res.glsl
-16
View File
@@ -27,20 +27,4 @@ const int sentences[] = int[SENTENCE_COUNT * SENTENCE_MAX_LENGTH](
const int lengths[] = int[SENTENCE_COUNT](
5, 5, 10, 6, 2, 9, 10, 7, 18, 14, 4, 9, 10, 1, 6, 11, 11
);
float write_sentence(vec2 uv, vec2 pos, int n)
{
float d = 0.;
int i;
for (i = 0; i < SENTENCE_MAX_LENGTH; i++) {
if (sentences[n * SENTENCE_MAX_LENGTH + i] == 0) {
return d;
}
d += char_at(uv, pos + vec2(i, 0.), sentences[n * SENTENCE_MAX_LENGTH + i]);
}
return d;
}
#endif
+1 -4
View File
@@ -1,6 +1,7 @@
#include inc_res.glsl
#include inc_magic.glsl
#include inc_functions.glsl
#include inc_cp437.glsl
#ifndef INC_SRC
#define INC_SRC
@@ -288,8 +289,6 @@ vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2
return vec4(f);
}
#include inc_cp437.glsl
// SRC 7 : cp437
vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
@@ -325,8 +324,6 @@ vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2
// SRC 8 : sentences
#include inc_sentences.glsl
vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
-53
View File
@@ -1,53 +0,0 @@
#ifndef PI
#define PI 3.1415927
#endif
#include inc_rand.glsl
#ifndef INC_TIME
#define INC_TIME
uniform float iTime;
uniform float iTempo;
uniform float iBeats;
float randTime(float seed, int beats){
return rand(seed + floor(iBeats / beats));
}
float randTime(float seed){
return randTime(seed, 4);
}
float divider(float x)
{
if (x < .1) return 0.;
if (x < .2) return .125;
if (x < .3) return .25;
if (x < .4) return .5;
if (x < .6) return 1.;
if (x < .8) return 2.;
return 4.;
}
float modTime(float k, float k2)
{
return mod(divider(k) * iBeats * k2 * .25, 1.);
}
float modTime(float k)
{
return modTime(k, 1.);
}
float sinTime(float k)
{
return sin(modTime(k, .5) * 2. * PI);
}
float cosTime(float k)
{
return cos(modTime(k, .5) * 2. * PI);
}
#endif
+1
View File
@@ -0,0 +1 @@
../forge-steel/default/inc_time.glsl