From 12cc9040d8856b9172758291bd4c9995f7736472 Mon Sep 17 00:00:00 2001 From: klemek Date: Fri, 26 Sep 2025 17:21:45 +0200 Subject: [PATCH] better fps preview on debug view only --- shaders/frag0.glsl | 24 ++++++------------------ shaders/frag10.glsl | 16 +++++++++++++++- 2 files changed, 21 insertions(+), 19 deletions(-) diff --git a/shaders/frag0.glsl b/shaders/frag0.glsl index 7202895..01272da 100644 --- a/shaders/frag0.glsl +++ b/shaders/frag0.glsl @@ -13,8 +13,6 @@ uniform vec2 iResolution; uniform vec2 iTexResolution; uniform vec2 iInputResolution1; uniform vec2 iInputResolution2; -uniform int iInputFPS1; -uniform int iInputFPS2; uniform int iDemo; uniform int seed1; @@ -1353,37 +1351,27 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed) x = -15; f += write_5(uv3, vec2(x,13), texts[0]); - f += write_int(uv3, vec2(x - 4,13), iFPS, 3); + f += write_int(uv3, vec2(x - 3.5,13), iFPS, 3); v = min(1, iFPS/60.0); f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2); - f += rect(uv3, vec2(x + 4 * v - 3.5, 12), vec2(4 * v, 0.4)); + f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4)); x = 0; f += write_5(uv3, vec2(x,13), texts[1]); - f += write_int(uv3, vec2(x - 4,13), int(iTempo), 3); + f += write_int(uv3, vec2(x - 3.5,13), int(iTempo), 3); v = modTime(1); f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2); - f += rect(uv3, vec2(x + 4 * v - 3.5, 12), vec2(4 * v, 0.4)); + f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4)); x = 15; f += write_5(uv3, vec2(x,13), texts[2]); - f += write_int(uv3, vec2(x - 6,13), int(iTime), 5); + f += write_int(uv3, vec2(x - 5.5,13), int(iTime), 5); v = fract(iTime); f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2); - f += rect(uv3, vec2(x + 4 * v - 3.5, 12), vec2(4 * v, 0.4)); + f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4)); f += write_5(uv3, vec2(-2,-15), iDemo > 0 ? texts[3] : texts[4]); - if (iInputResolution1.x > 0) { - f += write_5(uv3, vec2(-23.5,5.5), texts[0]); - f += write_int(uv3, vec2(-27,5.5), iInputFPS1, 3); - } - - if (iInputResolution2.x > 0) { - f += write_5(uv3, vec2(-23.5,-9.5), texts[0]); - f += write_int(uv3, vec2(-27,-9.5), iInputFPS2, 3); - } - return vec4(f); } diff --git a/shaders/frag10.glsl b/shaders/frag10.glsl index 9dbd39e..28832ad 100644 --- a/shaders/frag10.glsl +++ b/shaders/frag10.glsl @@ -4,12 +4,15 @@ in vec2 vUV; out vec4 fragColor; +uniform int iInputFPS1; +uniform int iInputFPS2; + float s(vec2 uv, float x0, float y0) { return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) * step(-y0 - 1, -uv.y); } -const int texts[8][5] = { +const int texts[9][5] = { {0x49, 0x4E, 0x20, 0x41, 0x00}, // IN A {0x49, 0x4E, 0x20, 0x42, 0x00}, // IN B {0x53, 0x52, 0x43, 0x20, 0x41}, // SRC A @@ -18,6 +21,7 @@ const int texts[8][5] = { {0x46, 0x58, 0x20, 0x42, 0x00}, // FX B {0x41, 0x2B, 0x42, 0x00, 0x00}, // A+B {0x4D, 0x46, 0x58, 0x00, 0x00}, // MFX + {0x46, 0x50, 0x53, 0x00, 0x00}, // FPS }; void main() { @@ -47,8 +51,18 @@ void main() { f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(-53,28), texts[0]); + if (iInputResolution1.x > 0) { + f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7)); + t += write_int(uv3, vec2(-53,26), iInputFPS1, 2); + t += write_5(uv3, vec2(-50.5,26), texts[8]); + } f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(-53,8), texts[1]); + if (iInputResolution2.x > 0) { + f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7)); + t += write_int(uv3, vec2(-53,6), iInputFPS2, 2); + t += write_5(uv3, vec2(-50.5,6), texts[8]); + } f += rect(uv3, vec2(-14.5, 28.5), vec2(2.6, 0.7)); t += write_5(uv3, vec2(-17,28), texts[2]); f += rect(uv3, vec2(-14.5, 8.5), vec2(2.6, 0.7));