refactor(default): add demo logo on main screen
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@@ -7,12 +7,17 @@ in vec2 vUV;
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out vec4 fragColor;
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out vec4 fragColor;
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#include inc_map.glsl
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#include inc_map.glsl
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#include inc_cp437.glsl
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uniform sampler2D iTex0;
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uniform sampler2D iTex0;
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uniform vec3 iGroup2_4[7];
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uniform vec3 iGroup2_4[7];
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uniform vec3 iGroup2_5[7];
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uniform vec3 iGroup2_5[7];
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uniform vec3 iGroup2_6[7];
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uniform vec3 iGroup2_6[7];
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uniform vec3 iGroup2_7[7];
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uniform vec3 iGroup2_7[7];
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uniform int iFPS;
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uniform int iDemo;
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const int[] textDEMO = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
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void main() {
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void main() {
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bool visible = (iGroup2_4[4].x + iGroup2_5[4].x + iGroup2_6[4].x + iGroup2_7[4].x) > 0;
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bool visible = (iGroup2_4[4].x + iGroup2_5[4].x + iGroup2_6[4].x + iGroup2_7[4].x) > 0;
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@@ -104,6 +109,9 @@ void main() {
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vec4 color = texture(iTex0, invert ? vUV : uv);
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vec4 color = texture(iTex0, invert ? vUV : uv);
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color = mix(color, 1. - color, iDemo * write_int(uv * 20., vec2(1.), iFPS, 2));
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color = mix(color, 1. - color, iDemo * write_5(uv * 20., vec2(1., 18.), textDEMO));
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if (visible) {
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if (visible) {
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float mask = step(0.0001, length(uv));
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float mask = step(0.0001, length(uv));
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color *= mix(mask, 1 - mask, invert ? 1 : 0);
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color *= mix(mask, 1 - mask, invert ? 1 : 0);
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