519 lines
14 KiB
GLSL
519 lines
14 KiB
GLSL
#include inc_res.glsl
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#include inc_magic.glsl
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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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uniform int iDemo;
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uniform sampler2D iTex0;
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vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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// controls
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float hue = magic(f1, b1, seed + 10.);
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float saturation = magic(f2, b2, seed + 20.);
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float light = magic(f3, b3, seed + 30.);
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// logic
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vec3 c = texture(tex, uv0).xyz;
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c = shift3(c, hue);
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c *= 1. + saturation;
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c = mix(c + light * 2., c - (1. - light) * 2., step(.5, light));
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// output
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return vec4(c, 1.);
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}
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// SRC 1: feedback + thru
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vec4 src_1(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 2 : lines
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vec4 src_2(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float thickness = magic(f1, b1, seed + 10.);
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float rotation = magic(f2, b2, seed + 20.);
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float distort = magic(f3, b3, seed + 30.);
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// logic
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vec2 uv2 = uv1;
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uv2.y *= cos(uv2.x * 5. * distort);
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uv2 *= rot(rotation + iBeats * .0625);
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float k = thickness * 2.;
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uv2.y = cmod(uv2.y, k * 2. + .1);
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float f = istep(k * .125 + .05, uv2.y) * istep(k * .125 + .01, -uv2.y);
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return vec4(f);
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}
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// SRC 3 : dots
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vec4 src_3(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = magic(f1, b1, seed + 10.);
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float rotation = magic(f2, b2, seed + 20.);
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float lens_v = magic(f3, b3, seed + 30.);
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// logic
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vec2 uv2 = uv1;
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float k1 = lens_v * 5.;
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uv2 = lens(uv2, -k1, k1);
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uv2 = kal(uv2, 5.);
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uv2 *= rot(rotation + iBeats * .0625);
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float k = zoom * .1 + .05;
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uv2 = cmod(uv2, k * 2.);
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float f = istep(k / (1. + length(uv1) * 2.), length(uv2));
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return vec4(f);
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}
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// SRC 4 : bacteria
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vec4 src_4(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = 2. + magic(f1, b1, seed + 10.) * 20.;
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float details = 5. * magic(f2, b2, seed + 20.);
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float delta = magic(f3, b3, seed + 30.);
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// logic
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uv1 *= zoom;
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vec4 data = voronoi(uv1, 1., seed + 40, iBeats * .25);
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float f = ease(data.x) + ease(data.y);
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f = saw(f * (1. + data.x * details) - delta * 2.);
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return vec4(f);
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}
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// SRC 5 : noise
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vec4 src_5(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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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 * zoom + 1000;
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uv2.x += iBeats;
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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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// SRC 6 : cp437
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vec4 src_6(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = magic(f1, b1, seed + 10.);
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vec2 charset = magic_f(f2, b2, seed + 20.);
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vec3 charset_ctrl = magic_b(b2, seed + 20.);
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float char_delta = magic(f3, b3, seed + 30.);
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// logic
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vec2 uv2 = uv1;
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uv2 *= zoom * 20. + 3.;
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uv2 += iBeats;
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uv2 = mod(uv2, 100.) + 100.;
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int charset_index = int(charset.x * (CP437_SETS - 1));
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int start_char = charset_ctrl.x > 0. ? cp437_sets[charset_index * 2] : 0x01;
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int char_span = int((charset_ctrl.x > 0. ? cp437_sets[charset_index * 2 + 1] : 255));
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char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
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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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return vec4(f);
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}
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// SRC 7 : sentences
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vec4 src_7(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = magic(f1, b1, seed + 10.);
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float sentence = magic_reverse(f2, b2, seed + 20.);
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float h_delta = magic(f3, b3, seed + 30.);
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vec3 h_delta_b = magic_b(b3, seed + 30.);
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// logic
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vec2 uv2 = uv1;
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uv2 *= (1. + zoom) * 12.;
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uv2.y += .5;
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int s = int(sentence * (CP437_SENTENCE_COUNT - 1));
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uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
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uv2.y = mix(uv2.y, mod(uv2.y, 1.), h_delta_b.x);
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float f = cp437_sentence(uv2, vec2(-float(cp437_sentences_lengths[s]) * .5, 0.), s);
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return vec4(f);
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}
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// SRC 8 : sentences repeat
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vec4 src_8(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float h_shift = magic(f1, b1, seed + 10.);
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float sentence = magic_reverse(f2, b2, seed + 20.);
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float h_delta = magic(f3, b3, seed + 30.);
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vec3 h_delta_b = magic_b(b3, seed + 30.);
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// logic
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vec2 uv2 = uv1;
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uv2.x += h_shift;
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uv2 *= 15.;
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uv2.y += .5;
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int s = int(sentence * (CP437_SENTENCE_COUNT - 1));
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float slen = float(cp437_sentences_lengths[s]);
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uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
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uv2.x = cmod(uv2.x, slen + 1.);
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vec2 uv3 = uv2;
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uv3.y = mix(uv3.y, mod(uv3.y, 1.), h_delta_b.x);
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float f = cp437_sentence(uv3, vec2(-slen * .5, 0.), s);
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f *= (1. - abs(floor(uv2.y) * .125)) * (1. - abs(floor(uv2.y) * .125));
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return vec4(f);
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}
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// SRC 9 : dungeon
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vec4 src_9(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = magic(f1, b1, seed + 10.);
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vec2 charset = magic_f(f2, b2, seed + 20.);
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vec3 charset_ctrl = magic_b(b2, seed + 20.);
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float char_delta = magic(f3, b3, seed + 30.);
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// logic
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vec2 uv2 = uv1;
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uv2 *= zoom * 20. + 3.;
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uv2 += iBeats;
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uv2 = mod(uv2, 100.) + 100.;
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int charset_index = int(charset.x * (DUNGEON_SETS - 1));
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int start_char = charset_ctrl.x > 0. ? dungeon_sets[charset_index * 2] : 0x01;
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int char_span = int((charset_ctrl.x > 0. ? dungeon_sets[charset_index * 2 + 1] : DUNGEON_COUNT - 1));
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char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
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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 = dungeon(uv2, code) ? 1. : 0.;
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return vec4(f);
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}
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// SRC 10 :
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vec4 src_10(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// TODO
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return src_1(vUV, self, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 11 : isometric grid
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vec4 src_11(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
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float h_scroll = magic(f2, b2, seed + 20.);
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float max_elevation = magic(f3, b3, seed + 30.) * .5;
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float thick = .1;
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// logic
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vec2 uv2 = uv1;
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vec2 uv3 = iso(uv2);
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uv3 += vec2(h_scroll, 0.);
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uv3 *= round(zoom);
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vec2 umax = vec2(round(zoom), 300.);
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vec2 u0 = mod(floor(uv3), umax);
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vec2 u1 = mod(floor(uv3 + vec2(1., 0.)), umax);
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vec2 u2 = mod(floor(uv3 + vec2(0., 1.)), umax);
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vec2 u3 = mod(floor(uv3 + vec2(-1., 0.)), umax);
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vec2 u4 = mod(floor(uv3 + vec2(0., -1.)), umax);
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float e0 = (rand(floor(u0)) * 2. - 1.) * max_elevation;
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float e1 = (rand(floor(u1)) * 2. - 1.) * max_elevation;
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float e2 = (rand(floor(u2)) * 2. - 1.) * max_elevation;
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float e3 = (rand(floor(u3)) * 2. - 1.) * max_elevation;
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float e4 = (rand(floor(u4)) * 2. - 1.) * max_elevation;
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uv3 = mod(uv3, 1.) - .5;
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float f = 0.;
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f = line(uv3, vec2(0., 0.) - iso_z(e0), vec2(1., 0.) - iso_z(e1), thick)
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+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., 1.) - iso_z(e2), thick)
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+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(-1., 0.) - iso_z(e3), thick)
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+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., -1.) - iso_z(e4), thick);
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return vec4(f);
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}
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// SRC 12 : Scales
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vec4 src_12(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
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float shape = magic(f2, b2, seed + 20.);
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float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
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// logic
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float f = 0.;
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vec2 uv2 = uv1;
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uv2 *= zoom;
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uv2 = mod(uv2, 4.);
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vec2 uv3 = uv2;
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uv3.y = mix(uv3.y, -uv3.y, step(2., uv2.x) * step(2., uv2.y));
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uv3.y = mix(uv3.y, -uv3.y, istep(2., uv2.x) * istep(2., uv2.y));
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uv3.y = -uv3.y;
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uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.x) * step(1., uv2.x));
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uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.y) * step(1., uv2.y));
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f = istep(.5, saw((length(mod(uv3, 1.)) + shape + .5) * repeat));
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f = mix(1. - f, f, istep(1., abs(uv2.y - 2.)) * istep(2., uv2.x));
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f = mix(1. - f, f, step(1., abs(uv2.y - 2.)) * step(2., uv2.x));
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return vec4(f);
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}
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// SRC 13 : Credenza
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vec4 src_13(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
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// controls
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float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
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float shape = .1 + magic(f2, b2, seed + 20.) * .9;
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float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
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// logic
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vec2 uv2 = uv1;
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uv2 *= zoom;
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uv2 = mod(uv2, 2.);
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uv2 = abs(uv2 - 1.);
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float f = istep(1., length(uv2)) * istep(1., length(1. - uv2));
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f *= istep(.5, saw((length(uv2) + shape + .5) * repeat)) * istep(.5, saw((length(1. - uv2) + shape + .5) * repeat));
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return vec4(f);
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}
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// SRC 14 : Fire
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vec4 src_14(vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = uv0 * vec2(ratio, 1.);
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// controls
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float zoom = magic(f1, b1, seed + 10.) * 200. + 50.;
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float cooling = (magic(f2, b2, seed + 20.) * 3. + 1.) * 4. / zoom;
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float ball_size = magic(f3, b3, seed + 30.) * 0.8 / ratio + 0.05;
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float ball_trigger = magic_b(b3, seed + 30.).x;
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// logic
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vec2 uv2 = uv1 * zoom;
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uv2 = vec2(ivec2(uv1 * zoom));
|
|
|
|
float rand_pos = rand(uv2 + seed);
|
|
|
|
vec2 src_uv = uv2 - vec2(round(rand_pos), 1) + 0.5;
|
|
|
|
float src = mix(
|
|
1.,
|
|
mix(
|
|
0.,
|
|
texture(self, (src_uv / zoom) * vec2(iResolution.y / iResolution.x, 1.)).x,
|
|
mix(1., step(0, src_uv.x) * step(0, src_uv.y), ball_trigger)
|
|
),
|
|
mix(
|
|
step(0, src_uv.y),
|
|
1. - h_circle(uv2, vec2(0.5 * ratio, 0.5) * zoom, ball_size * zoom, 0.05 * zoom),
|
|
ball_trigger
|
|
)
|
|
);
|
|
|
|
float f = max(0., src - cooling * (rand(uv2 + int(iBeats * 16.) + seed + 10) - 0.33));
|
|
|
|
return vec4(f);
|
|
}
|
|
|
|
vec4 src_stage(int src, vec2 vUV, sampler2D self, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
|
{
|
|
if (src >= 15) {
|
|
src = int(randTime(seed + 100.) * 14.) + 1;
|
|
}
|
|
|
|
if (src == 1) {
|
|
return src_1(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 2) {
|
|
return src_2(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 3) {
|
|
return src_3(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 4) {
|
|
return src_4(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 5) {
|
|
return src_5(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 6) {
|
|
return src_6(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 7) {
|
|
return src_7(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 8) {
|
|
return src_8(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 9) {
|
|
return src_9(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 10) {
|
|
return src_10(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 11) {
|
|
return src_11(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 12) {
|
|
return src_12(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else if (src == 13) {
|
|
return src_13(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
} else {
|
|
return src_14(vUV, self, seed, b1, f1, b2, f2, b3, f3);
|
|
}
|
|
}
|
|
|
|
#endif
|