refactor(default): add demo logo on main screen

This commit is contained in:
2026-08-28 20:15:38 +02:00
parent 674dc50ff7
commit 1f7291fce9
+8
View File
@@ -7,12 +7,17 @@ in vec2 vUV;
out vec4 fragColor; out vec4 fragColor;
#include inc_map.glsl #include inc_map.glsl
#include inc_cp437.glsl
uniform sampler2D iTex0; uniform sampler2D iTex0;
uniform vec3 iGroup2_4[7]; uniform vec3 iGroup2_4[7];
uniform vec3 iGroup2_5[7]; uniform vec3 iGroup2_5[7];
uniform vec3 iGroup2_6[7]; uniform vec3 iGroup2_6[7];
uniform vec3 iGroup2_7[7]; uniform vec3 iGroup2_7[7];
uniform int iFPS;
uniform int iDemo;
const int[] textDEMO = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
void main() { void main() {
bool visible = (iGroup2_4[4].x + iGroup2_5[4].x + iGroup2_6[4].x + iGroup2_7[4].x) > 0; bool visible = (iGroup2_4[4].x + iGroup2_5[4].x + iGroup2_6[4].x + iGroup2_7[4].x) > 0;
@@ -104,6 +109,9 @@ void main() {
vec4 color = texture(iTex0, invert ? vUV : uv); vec4 color = texture(iTex0, invert ? vUV : uv);
color = mix(color, 1. - color, iDemo * write_int(uv * 20., vec2(1.), iFPS, 2));
color = mix(color, 1. - color, iDemo * write_5(uv * 20., vec2(1., 18.), textDEMO));
if (visible) { if (visible) {
float mask = step(0.0001, length(uv)); float mask = step(0.0001, length(uv));
color *= mix(mask, 1 - mask, invert ? 1 : 0); color *= mix(mask, 1 - mask, invert ? 1 : 0);