mix stage
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+25
-1
@@ -919,4 +919,28 @@ subroutine(fx_stage_sub) vec3 fx_2(vec2 vUV, sampler2D previous, sampler2D feedb
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// 7. mix
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// ----------
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// TODO
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subroutine vec3 mix_stage_sub(vec2 vUV, sampler2D frame_a, sampler2D frame_b);
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subroutine uniform mix_stage_sub mix_stage;
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subroutine(mix_stage_sub) vec3 mix_0(vec2 vUV, sampler2D fa, sampler2D fb)
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{
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float v = 0.5;
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vec3 color_a = texture(fa, vUV).xyz;
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vec3 color_b = texture(fb, vUV).xyz;
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return mix(color_b, color_a, v);
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}
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subroutine(mix_stage_sub) vec3 mix_1(vec2 vUV, sampler2D fa, sampler2D fb)
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{
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float v = 0.5;
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vec3 color_a = texture(fa, vUV).xyz;
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vec3 color_b = texture(fb, vUV).xyz;
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float k = mean(color_a);
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return mix(color_b, color_a, step(v, k));
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}
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+1
-2
@@ -8,6 +8,5 @@ in vec2 vUV;
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layout(location = 7) out vec3 fragColor;
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void main() {
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// TODO subroutine
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fragColor = texture(frame5, vUV).xyz + texture(frame6, vUV).xyz;
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fragColor = mix_stage(vUV, frame5, frame6);
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}
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+8
-8
@@ -151,19 +151,18 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
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program->ires_locations[i] =
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glGetUniformLocation(program->programs[i], "iResolution");
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program->sub_src_locations[i] = glGetSubroutineUniformLocation(
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program->programs[i], GL_FRAGMENT_SHADER, "src_stage");
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program->sub_fx_locations[i] = glGetSubroutineUniformLocation(
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program->programs[i], GL_FRAGMENT_SHADER, "fx_stage");
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for (j = 0; j < SUB_COUNT; j++) {
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sprintf(name, "src_%d", j);
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program->sub_src_indexes[i][j] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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log_debug("%s %d", name, program->sub_src_indexes[i][j]);
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sprintf(name, "fx_%d", j);
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program->sub_fx_indexes[i][j] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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if (j < 2) {
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sprintf(name, "mix_%d", j);
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program->sub_mix_indexes[i][j] = glGetSubroutineIndex(
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program->programs[i], GL_FRAGMENT_SHADER, name);
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}
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}
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}
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@@ -233,7 +232,7 @@ void update_program(ShaderProgram program, File *fragment_shaders, int i) {
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void apply_program(ShaderProgram program, Context context) {
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int i, j;
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GLuint subroutines[2];
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GLuint subroutines[3];
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// viewport changed
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if (context.width != program.last_width ||
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@@ -275,8 +274,9 @@ void apply_program(ShaderProgram program, Context context) {
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// TODO tmp
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subroutines[0] = program.sub_src_indexes[i][i == 0 ? 1 : 2];
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subroutines[1] = program.sub_fx_indexes[i][i == 2 ? 1 : 0];
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subroutines[2] = program.sub_mix_indexes[i][1];
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 2, subroutines);
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 3, subroutines);
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}
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// set GL_TEXTURE(X) to uniform sampler2D frameX
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+1
-2
@@ -47,10 +47,9 @@ typedef struct ShaderProgram {
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GLuint frames_locations[FRAG_COUNT + 1][TEX_COUNT];
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GLuint sub_src_locations[FRAG_COUNT];
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GLuint sub_src_indexes[FRAG_COUNT][SUB_COUNT];
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GLuint sub_fx_locations[FRAG_COUNT];
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GLuint sub_fx_indexes[FRAG_COUNT][SUB_COUNT];
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GLuint sub_mix_indexes[FRAG_COUNT][2];
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GLuint vpos_locations[FRAG_COUNT + 1];
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