chore: shaders upgrade
This commit is contained in:
+2
-2
@@ -245,13 +245,13 @@ MIDI_2_6_Y=23
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MIDI_2_6_Z=
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MIDI_2_6_Z=
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MIDI_2_7_X=4
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MIDI_2_7_X=4
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MIDI_2_7_Y=20
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MIDI_2_7_Y=20
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MIDI_2_7_Z=
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MIDI_2_7_Z=59
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# Same for group 3
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# Same for group 3
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MIDI_3_COUNT=2
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MIDI_3_COUNT=2
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MIDI_3_1_X=48
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MIDI_3_1_X=48
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MIDI_3_1_Y=58
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MIDI_3_1_Y=58
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MIDI_3_1_Z=59
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MIDI_3_1_Z=
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MIDI_3_2_X=0
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MIDI_3_2_X=0
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MIDI_3_2_Y=16
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MIDI_3_2_Y=16
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MIDI_3_2_Z=
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MIDI_3_2_Z=
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+78
-75
@@ -13,6 +13,8 @@ uniform vec2 iResolution;
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uniform vec2 iTexResolution;
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uniform vec2 iTexResolution;
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uniform vec2 iInputResolution1;
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uniform vec2 iInputResolution1;
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uniform vec2 iInputResolution2;
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uniform vec2 iInputResolution2;
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uniform int iInputFormat1;
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uniform int iInputFormat2;
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uniform int iDemo;
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uniform int iDemo;
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uniform int iPage;
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uniform int iPage;
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uniform int iSelected;
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uniform int iSelected;
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@@ -57,7 +59,8 @@ uniform sampler2D iTex9;
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// 3. definitions
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// 3. definitions
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// --------------
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// --------------
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#define PI 3.1415927
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const float PI = 3.1415927;
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const int YUYV_FOURCC = 1448695129;
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// 4. functions
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// 4. functions
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// ------------
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// ------------
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@@ -1145,6 +1148,8 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 9
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// TODO SRC 9
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subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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@@ -1161,6 +1166,7 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 10
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// TODO SRC 10
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subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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@@ -1183,6 +1189,7 @@ subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 12
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// TODO SRC 12
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subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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@@ -1199,6 +1206,7 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 13
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// TODO SRC 13
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subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_5(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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@@ -1215,6 +1223,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 14
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// TODO SRC 14
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subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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@@ -1239,14 +1248,17 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// inputs
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// inputs
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int selected_srca = iState3;
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int selected_srca = iState3 - 1;
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int selected_srcb = iState4;
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int selected_srcb = iState4 - 1;
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int selected_fxa = iState5;
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int selected_fxa = iState5 - 1;
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int selected_fxb = iState6;
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int selected_fxb = iState6 - 1;
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int selected_mfx = iState8;
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int selected_mfx = iState8 - 1;
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float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5);
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float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5);
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bool fxa_invert = magic_trigger(vec3(iMidi2_1[6].z, 0, 0), iSeed5);
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float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6);
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float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6);
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bool fxb_invert = magic_trigger(vec3(iMidi2_2[6].z, 0, 0), iSeed6);
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float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
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float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
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bool mfx_invert = magic_trigger(vec3(iMidi2_3[6].z, 0, 0), iSeed8);
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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@@ -1290,8 +1302,11 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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f += char_at(uv2, vec2(-5.4, 1.45), hex_chars[selected_srca]);
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f += char_at(uv2, vec2(-5.4, 1.45), hex_chars[selected_srca]);
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f += char_at(uv2, vec2(-5.4, -2.55), hex_chars[selected_srcb]);
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f += char_at(uv2, vec2(-5.4, -2.55), hex_chars[selected_srcb]);
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f += char_at(uv2, vec2(-2.4, 1.45), hex_chars[selected_fxa]);
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f += char_at(uv2, vec2(-2.4, 1.45), hex_chars[selected_fxa]);
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f += fxa_invert ? rect(uv2, vec2(-2, 2.7), vec2(0.5, 0.05)) : 0;
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f += char_at(uv2, vec2(-2.4, -2.55), hex_chars[selected_fxb]);
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f += char_at(uv2, vec2(-2.4, -2.55), hex_chars[selected_fxb]);
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f += fxb_invert ? rect(uv2, vec2(-2, -1.3), vec2(0.5, 0.05)) : 0;
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f += char_at(uv2, vec2(4.6, -0.55), hex_chars[selected_mfx]);
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f += char_at(uv2, vec2(4.6, -0.55), hex_chars[selected_mfx]);
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f += mfx_invert ? rect(uv2, vec2(5, 0.7), vec2(0.5, 0.05)) : 0;
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// show current selected
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// show current selected
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f += iSelected == 3 ? h_rect(uv2, vec2(-5, 2), vec2(1.2), 0.1) : 0;
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f += iSelected == 3 ? h_rect(uv2, vec2(-5, 2), vec2(1.2), 0.1) : 0;
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@@ -1311,21 +1326,21 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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float line_a_a = rect(uv2, vec2(-8, 2), vec2(2, 0.1));
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float line_a_a = rect(uv2, vec2(-8, 2), vec2(2, 0.1));
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float line_a_b = rect(uv2, vec2(-7, 2), vec2(1, 0.1)) + rect(uv2, vec2(-8, 0.5), vec2(0.1, 1.6)) + rect(uv2, vec2(-9, -1), vec2(1, 0.1));
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float line_a_b = rect(uv2, vec2(-7, 2), vec2(1, 0.1)) + rect(uv2, vec2(-8, 0.5), vec2(0.1, 1.6)) + rect(uv2, vec2(-9, -1), vec2(1, 0.1));
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float line_a_f = rect(uv2, vec2(-6.5, 2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, 4), vec2(7, 0.1)) + rect(uv2, vec2(-7, 3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, 2), vec2(0.1, 2.1));
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float line_a_f = rect(uv2, vec2(-6.5, 2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, 4), vec2(7, 0.1)) + rect(uv2, vec2(-7, 3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, 2), vec2(0.1, 2.1));
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if (selected_srca == 5) {
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if (selected_srca == 5 && iInputFormat1 == YUYV_FOURCC) {
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f += iInputResolution1.x > 0 ? line_a_a : line_a_f;
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f += iInputResolution1.x > 0 ? line_a_a : line_a_f;
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} else if (selected_srca == 10) {
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} else if (selected_srca == 10 && iInputFormat2 == YUYV_FOURCC) {
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f += iInputResolution2.x > 0 ? line_a_b : line_a_f;
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f += iInputResolution2.x > 0 ? line_a_b : line_a_f;
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} else if (selected_srca == 0 || selected_srca >= 8) {
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} else if (selected_srca % 5 == 0) {
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f += line_a_f;
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f += line_a_f;
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}
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}
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float line_b_a = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(-7, -0.5), vec2(0.1, 1.6)) + rect(uv2, vec2(-8.5, 1), vec2(1.5, 0.1));
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float line_b_a = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(-7, -0.5), vec2(0.1, 1.6)) + rect(uv2, vec2(-8.5, 1), vec2(1.5, 0.1));
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float line_b_b = rect(uv2, vec2(-8, -2), vec2(2, 0.1));
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float line_b_b = rect(uv2, vec2(-8, -2), vec2(2, 0.1));
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float line_b_f = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, -4), vec2(7, 0.1)) + rect(uv2, vec2(-7, -3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, -2), vec2(0.1, 2.1));
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float line_b_f = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, -4), vec2(7, 0.1)) + rect(uv2, vec2(-7, -3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, -2), vec2(0.1, 2.1));
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if (selected_srcb == 5) {
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if (selected_srcb == 5 && iInputFormat1 == YUYV_FOURCC) {
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f += iInputResolution1.x > 0 ? line_b_a : line_b_f;
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f += iInputResolution1.x > 0 ? line_b_a : line_b_f;
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} else if (selected_srcb == 10) {
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} else if (selected_srcb == 10 && iInputFormat2 == YUYV_FOURCC) {
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f += iInputResolution2.x > 0 ? line_b_b : line_b_f;
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f += iInputResolution2.x > 0 ? line_b_b : line_b_f;
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} else if (selected_srcb == 0 || selected_srcb >= 8) {
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} else if (selected_srcb % 5 == 0) {
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f += line_b_f;
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f += line_b_f;
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}
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}
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@@ -1333,6 +1348,8 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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f += char_at(uv2, vec2(-9.2, -4.3), hex_chars[iPage]);
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f += char_at(uv2, vec2(-9.2, -4.3), hex_chars[iPage]);
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// show fx values
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// show fx values
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float fx_rect = 0;
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f = mix(f, 1 - f, rect(uv2, vec2(-2, 1.1 + 0.9 * fxa_value), vec2(0.9, 0.9 * fxa_value)));
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f = mix(f, 1 - f, rect(uv2, vec2(-2, 1.1 + 0.9 * fxa_value), vec2(0.9, 0.9 * fxa_value)));
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f = mix(f, 1 - f, rect(uv2, vec2(-2, -2.9 + 0.9 * fxb_value), vec2(0.9, 0.9 * fxb_value)));
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f = mix(f, 1 - f, rect(uv2, vec2(-2, -2.9 + 0.9 * fxb_value), vec2(0.9, 0.9 * fxb_value)));
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f = mix(f, 1 - f, rect(uv2, vec2(5, -0.9 + 0.9 * mfx_value), vec2(0.9, 0.9 * mfx_value)));
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f = mix(f, 1 - f, rect(uv2, vec2(5, -0.9 + 0.9 * mfx_value), vec2(0.9, 0.9 * mfx_value)));
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@@ -1374,12 +1391,23 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// 6. effects
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// 6. effects
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// ----------
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// ----------
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subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0);
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vec4 fx_master(vec3 c0, vec3 c, int seed, vec3 m0) {
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float fx = magic(m0.xy, vec3(1,0,0), seed);
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bool invert = magic_trigger(vec3(m0.z, 0, 0), seed);
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vec3 c_out = mix(c0, c, fx);
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c_out = mix(c_out, 1 - c_out, invert ? 1 : 0);
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return vec4(c_out, 1.0);
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}
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subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0);
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subroutine uniform fx_stage_sub fx_stage;
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subroutine uniform fx_stage_sub fx_stage;
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// FX 1 : thru
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// FX 1 : thru
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subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
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subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
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{
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{
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// start
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// start
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@@ -1387,8 +1415,6 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
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// controls
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// controls
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float fx = magic(f0, vec3(1,0,0), seed);
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float hue = magic(f1, b1, seed + 10);
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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 saturation = magic(f2, b2, seed + 20);
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float light = magic(f3, b3, seed + 30);
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float light = magic(f3, b3, seed + 30);
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@@ -1401,11 +1427,11 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
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c *= 1 + saturation;
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c *= 1 + saturation;
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c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
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c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
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return vec4(mix(c0, c, fx), 1.0);
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return fx_master(c0, c, seed, m0);
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}
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}
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// FX 2 : feedback + shift
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// FX 2 : feedback + shift
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vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
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vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
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{
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{
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// start
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// start
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@@ -1415,8 +1441,6 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2
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// controls
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// controls
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float fx = magic(f0, vec3(1,0,0), seed);
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float zoom = magic(f1, b1, seed + 10);
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float zoom = magic(f1, b1, seed + 10);
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float x_shift = magic(f2, b2, seed + 20);
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float x_shift = magic(f2, b2, seed + 20);
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float y_shift = magic(f3, b3, seed + 30);
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float y_shift = magic(f3, b3, seed + 30);
|
||||||
@@ -1430,22 +1454,22 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2
|
|||||||
uv2 += vec2(x_shift * ratio, y_shift) * 2;
|
uv2 += vec2(x_shift * ratio, y_shift) * 2;
|
||||||
vec3 c = reframe(src1, uv2).xyz;
|
vec3 c = reframe(src1, uv2).xyz;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
return fx_shift(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, f0);
|
return fx_shift(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 3 : shift
|
// FX 3 : shift
|
||||||
subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
return fx_shift(vUV, previous, previous, seed, b1, f1, b2, f2, b3, f3, f0);
|
return fx_shift(vUV, previous, previous, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 4 : colorize
|
// FX 4 : colorize
|
||||||
subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
// start
|
// start
|
||||||
|
|
||||||
@@ -1453,8 +1477,6 @@ subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
float c_black = magic(f1, b1, seed + 10);
|
float c_black = magic(f1, b1, seed + 10);
|
||||||
bool c_black_trigger = magic_trigger(b1, seed + 10);
|
bool c_black_trigger = magic_trigger(b1, seed + 10);
|
||||||
float c_white = magic(f2, b2, seed + 20);
|
float c_white = magic(f2, b2, seed + 20);
|
||||||
@@ -1469,11 +1491,11 @@ subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
float c_mix = mix(c_black, c_white, f) + delta;
|
float c_mix = mix(c_black, c_white, f) + delta;
|
||||||
vec3 c = mix(c_black_trigger ? col(c_mix) : vec3(0), c_white_trigger ? col(c_mix) : vec3(1), f);
|
vec3 c = mix(c_black_trigger ? col(c_mix) : vec3(0), c_white_trigger ? col(c_mix) : vec3(1), f);
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 5 : quantize
|
// FX 5 : quantize
|
||||||
subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
// start
|
// start
|
||||||
|
|
||||||
@@ -1483,8 +1505,6 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
float pixel_size = magic(f1, b1, seed + 10);
|
float pixel_size = magic(f1, b1, seed + 10);
|
||||||
float quantize = magic(f2, b2, seed + 20);
|
float quantize = magic(f2, b2, seed + 20);
|
||||||
bool quantize_trigger = magic_trigger(b2, seed + 20);
|
bool quantize_trigger = magic_trigger(b2, seed + 20);
|
||||||
@@ -1504,11 +1524,11 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
}
|
}
|
||||||
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * 0.1, 0), 5), 0.5));
|
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * 0.1, 0), 5), 0.5));
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 6 : dithering
|
// FX 6 : dithering
|
||||||
subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
// start
|
// start
|
||||||
|
|
||||||
@@ -1518,8 +1538,6 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
float pixel_size = magic(f1, b1, seed + 10);
|
float pixel_size = magic(f1, b1, seed + 10);
|
||||||
bool pixel_size_trigger = magic_trigger(b1, seed + 10);
|
bool pixel_size_trigger = magic_trigger(b1, seed + 10);
|
||||||
float quantize = magic(f2, b2, seed + 20);
|
float quantize = magic(f2, b2, seed + 20);
|
||||||
@@ -1548,11 +1566,11 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
c /= k3;
|
c /= k3;
|
||||||
}
|
}
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 7 : tv
|
// FX 7 : tv
|
||||||
subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
// start
|
// start
|
||||||
|
|
||||||
@@ -1562,8 +1580,6 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
float lens_v = magic(f1, b1, seed + 10);
|
float lens_v = magic(f1, b1, seed + 10);
|
||||||
float horizontal_noise = magic(f2, b2, seed + 20);
|
float horizontal_noise = magic(f2, b2, seed + 20);
|
||||||
float zoom = magic(f3, b3, seed + 30);
|
float zoom = magic(f3, b3, seed + 30);
|
||||||
@@ -1583,11 +1599,11 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
reframe_b(previous, uv2).z
|
reframe_b(previous, uv2).z
|
||||||
);
|
);
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 8 : kaleidoscope
|
// FX 8 : kaleidoscope
|
||||||
subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
// start
|
// start
|
||||||
|
|
||||||
@@ -1597,8 +1613,6 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
float axes = magic(f1, b1, seed + 10);
|
float axes = magic(f1, b1, seed + 10);
|
||||||
float axes_trigger = magic_b(b1, seed + 10).x;
|
float axes_trigger = magic_b(b1, seed + 10).x;
|
||||||
float rotation = magic(f2, b2, seed + 20);
|
float rotation = magic(f2, b2, seed + 20);
|
||||||
@@ -1614,11 +1628,11 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio;
|
uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio;
|
||||||
vec3 c = reframe(previous, uv2).xyz;
|
vec3 c = reframe(previous, uv2).xyz;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 9 : cp437
|
// FX 9 : cp437
|
||||||
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
// start
|
// start
|
||||||
|
|
||||||
@@ -1628,8 +1642,6 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
float zoom = magic(f1, b1, seed + 10);
|
float zoom = magic(f1, b1, seed + 10);
|
||||||
vec2 charset = magic_f(f2, b2, seed + 20);
|
vec2 charset = magic_f(f2, b2, seed + 20);
|
||||||
vec3 charset_ctrl = magic_b(b2, seed + 20);
|
vec3 charset_ctrl = magic_b(b2, seed + 20);
|
||||||
@@ -1656,11 +1668,11 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
|
|||||||
+ reframe(previous, uv2 + vec2(0.5, 0.5) * inv_k * 0.125).xyz * 0.2;
|
+ reframe(previous, uv2 + vec2(0.5, 0.5) * inv_k * 0.125).xyz * 0.2;
|
||||||
c = char(mod(uv1 * k1, 1), code) ? c : vec3(0);
|
c = char(mod(uv1 * k1, 1), code) ? c : vec3(0);
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// FX 10 : lens
|
// FX 10 : lens
|
||||||
subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
// start
|
// start
|
||||||
|
|
||||||
@@ -1670,8 +1682,6 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
float lens_v1 = magic(f1, b1, seed + 10);
|
float lens_v1 = magic(f1, b1, seed + 10);
|
||||||
float lens_v2 = magic(f2, b2, seed + 20);
|
float lens_v2 = magic(f2, b2, seed + 20);
|
||||||
float zoom = magic(f3, b3, seed + 30);
|
float zoom = magic(f3, b3, seed + 30);
|
||||||
@@ -1686,12 +1696,13 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
|
|||||||
uv2 = lens(uv2, -lens_v2 * 10, lens_v1 * 10);
|
uv2 = lens(uv2, -lens_v2 * 10, lens_v1 * 10);
|
||||||
vec3 c = reframe(previous, uv2).xyz;
|
vec3 c = reframe(previous, uv2).xyz;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO FX 11
|
// TODO FX 11
|
||||||
subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
|
return fx_1(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||||
// start
|
// start
|
||||||
|
|
||||||
vec2 uv0 = vUV.st;
|
vec2 uv0 = vUV.st;
|
||||||
@@ -1700,19 +1711,18 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
// logic
|
// logic
|
||||||
|
|
||||||
vec3 c0 = texture(previous, uv0).xyz;
|
vec3 c0 = texture(previous, uv0).xyz;
|
||||||
vec3 c = c0;
|
vec3 c = c0;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO FX 12
|
// TODO FX 12
|
||||||
subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
|
return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||||
// start
|
// start
|
||||||
|
|
||||||
vec2 uv0 = vUV.st;
|
vec2 uv0 = vUV.st;
|
||||||
@@ -1721,19 +1731,18 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
// logic
|
// logic
|
||||||
|
|
||||||
vec3 c0 = texture(previous, uv0).xyz;
|
vec3 c0 = texture(previous, uv0).xyz;
|
||||||
vec3 c = c0;
|
vec3 c = c0;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO FX 13
|
// TODO FX 13
|
||||||
subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
|
return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||||
// start
|
// start
|
||||||
|
|
||||||
vec2 uv0 = vUV.st;
|
vec2 uv0 = vUV.st;
|
||||||
@@ -1742,19 +1751,18 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
// logic
|
// logic
|
||||||
|
|
||||||
vec3 c0 = texture(previous, uv0).xyz;
|
vec3 c0 = texture(previous, uv0).xyz;
|
||||||
vec3 c = c0;
|
vec3 c = c0;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO FX 14
|
// TODO FX 14
|
||||||
subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
|
return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||||
// start
|
// start
|
||||||
|
|
||||||
vec2 uv0 = vUV.st;
|
vec2 uv0 = vUV.st;
|
||||||
@@ -1763,19 +1771,18 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
// logic
|
// logic
|
||||||
|
|
||||||
vec3 c0 = texture(previous, uv0).xyz;
|
vec3 c0 = texture(previous, uv0).xyz;
|
||||||
vec3 c = c0;
|
vec3 c = c0;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO FX 15
|
// TODO FX 15
|
||||||
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||||
{
|
{
|
||||||
|
return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||||
// start
|
// start
|
||||||
|
|
||||||
vec2 uv0 = vUV.st;
|
vec2 uv0 = vUV.st;
|
||||||
@@ -1784,20 +1791,16 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed
|
|||||||
|
|
||||||
// controls
|
// controls
|
||||||
|
|
||||||
float fx = magic(f0, vec3(1,0,0), seed);
|
|
||||||
|
|
||||||
// logic
|
// logic
|
||||||
|
|
||||||
vec3 c0 = texture(previous, uv0).xyz;
|
vec3 c0 = texture(previous, uv0).xyz;
|
||||||
vec3 c = c0;
|
vec3 c = c0;
|
||||||
|
|
||||||
return vec4(mix(c0, c, fx), 1.0);
|
return fx_master(c0, c, seed, m0);
|
||||||
}
|
}
|
||||||
|
|
||||||
const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
|
const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
|
||||||
|
|
||||||
const int YUYV_FOURCC = 1448695129;
|
|
||||||
|
|
||||||
vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) {
|
vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) {
|
||||||
float w = base_width - 1;
|
float w = base_width - 1;
|
||||||
|
|
||||||
|
|||||||
@@ -6,8 +6,6 @@
|
|||||||
in vec2 vUV;
|
in vec2 vUV;
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
uniform int iInputFormat1;
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
if (iInputFormat1 == YUYV_FOURCC) {
|
if (iInputFormat1 == YUYV_FOURCC) {
|
||||||
fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
|
fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
|
||||||
|
|||||||
+13
-5
@@ -12,7 +12,7 @@ float s(vec2 uv, float x0, float y0) {
|
|||||||
step(-y0 - 1, -uv.y);
|
step(-y0 - 1, -uv.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
const int texts[9][5] = {
|
const int texts[10][5] = {
|
||||||
{0x49, 0x4E, 0x20, 0x41, 0x00}, // IN A
|
{0x49, 0x4E, 0x20, 0x41, 0x00}, // IN A
|
||||||
{0x49, 0x4E, 0x20, 0x42, 0x00}, // IN B
|
{0x49, 0x4E, 0x20, 0x42, 0x00}, // IN B
|
||||||
{0x53, 0x52, 0x43, 0x20, 0x41}, // SRC A
|
{0x53, 0x52, 0x43, 0x20, 0x41}, // SRC A
|
||||||
@@ -22,6 +22,7 @@ const int texts[9][5] = {
|
|||||||
{0x41, 0x2B, 0x42, 0x00, 0x00}, // A+B
|
{0x41, 0x2B, 0x42, 0x00, 0x00}, // A+B
|
||||||
{0x4D, 0x46, 0x58, 0x00, 0x00}, // MFX
|
{0x4D, 0x46, 0x58, 0x00, 0x00}, // MFX
|
||||||
{0x46, 0x50, 0x53, 0x00, 0x00}, // FPS
|
{0x46, 0x50, 0x53, 0x00, 0x00}, // FPS
|
||||||
|
{0x4F, 0x46, 0x46, 0x00, 0x00}, // OFF
|
||||||
};
|
};
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
@@ -47,23 +48,30 @@ void main() {
|
|||||||
float f = 0;
|
float f = 0;
|
||||||
float t = 0;
|
float t = 0;
|
||||||
|
|
||||||
|
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) {
|
if (iInputResolution1.x > 0) {
|
||||||
c += s(uv2,0,2) * texture(iTex3, uv2);
|
c += s(uv2,0,2) * texture(iTex3, uv2);
|
||||||
f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
|
|
||||||
t += write_5(uv3, vec2(-53,28), texts[0]);
|
|
||||||
f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7));
|
f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7));
|
||||||
t += write_int(uv3, vec2(-53,26), iInputFPS1, 2);
|
t += write_int(uv3, vec2(-53,26), iInputFPS1, 2);
|
||||||
t += write_5(uv3, vec2(-50.5,26), texts[8]);
|
t += write_5(uv3, vec2(-50.5,26), texts[8]);
|
||||||
|
} else {
|
||||||
|
f += rect(uv3, vec2(-51.5, 26.5), vec2(1.6, 0.7));
|
||||||
|
t += write_5(uv3, vec2(-53,26), texts[9]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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) {
|
if (iInputResolution2.x > 0) {
|
||||||
c += s(uv2,0,1) * texture(iTex4, uv2);
|
c += s(uv2,0,1) * texture(iTex4, uv2);
|
||||||
f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
|
|
||||||
t += write_5(uv3, vec2(-53,8), texts[1]);
|
|
||||||
f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7));
|
f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7));
|
||||||
t += write_int(uv3, vec2(-53,6), iInputFPS2, 2);
|
t += write_int(uv3, vec2(-53,6), iInputFPS2, 2);
|
||||||
t += write_5(uv3, vec2(-50.5,6), texts[8]);
|
t += write_5(uv3, vec2(-50.5,6), texts[8]);
|
||||||
|
} else {
|
||||||
|
f += rect(uv3, vec2(-51.5, 6.5), vec2(1.6, 0.7));
|
||||||
|
t += write_5(uv3, vec2(-53,6), texts[9]);
|
||||||
}
|
}
|
||||||
f += rect(uv3, vec2(-14.5, 28.5), vec2(2.6, 0.7));
|
f += rect(uv3, vec2(-14.5, 28.5), vec2(2.6, 0.7));
|
||||||
t += write_5(uv3, vec2(-17,28), texts[2]);
|
t += write_5(uv3, vec2(-17,28), texts[2]);
|
||||||
|
|||||||
@@ -6,8 +6,6 @@
|
|||||||
in vec2 vUV;
|
in vec2 vUV;
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
uniform int iInputFormat2;
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
if (iInputFormat2 == YUYV_FOURCC) {
|
if (iInputFormat2 == YUYV_FOURCC) {
|
||||||
fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x));
|
fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x));
|
||||||
|
|||||||
+1
-1
@@ -8,5 +8,5 @@ in vec2 vUV;
|
|||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
fragColor = fx_stage(vUV, iTex5, iTex7, iSeed5, iMidi2_1[0], iMidi2_1[1].xy, iMidi2_1[2], iMidi2_1[3].xy, iMidi2_1[4], iMidi2_1[5].xy, iMidi2_1[6].xy);
|
fragColor = fx_stage(vUV, iTex5, iTex7, iSeed5, iMidi2_1[0], iMidi2_1[1].xy, iMidi2_1[2], iMidi2_1[3].xy, iMidi2_1[4], iMidi2_1[5].xy, iMidi2_1[6]);
|
||||||
}
|
}
|
||||||
+1
-1
@@ -8,5 +8,5 @@ in vec2 vUV;
|
|||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
fragColor = fx_stage(vUV, iTex6, iTex8, iSeed6, iMidi2_2[0], iMidi2_2[1].xy, iMidi2_2[2], iMidi2_2[3].xy, iMidi2_2[4], iMidi2_2[5].xy, iMidi2_2[6].xy);
|
fragColor = fx_stage(vUV, iTex6, iTex8, iSeed6, iMidi2_2[0], iMidi2_2[1].xy, iMidi2_2[2], iMidi2_2[3].xy, iMidi2_2[4], iMidi2_2[5].xy, iMidi2_2[6]);
|
||||||
}
|
}
|
||||||
+1
-3
@@ -8,11 +8,9 @@ in vec2 vUV;
|
|||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iMidi2_3[0], iMidi2_3[1].xy, iMidi2_3[2], iMidi2_3[3].xy, iMidi2_3[4], iMidi2_3[5].xy, iMidi2_3[6].xy);
|
vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iMidi2_3[0], iMidi2_3[1].xy, iMidi2_3[2], iMidi2_3[3].xy, iMidi2_3[4], iMidi2_3[5].xy, iMidi2_3[6]);
|
||||||
|
|
||||||
color = mix(color, vec4(0), iMidi3_1[0].y);
|
color = mix(color, vec4(0), iMidi3_1[0].y);
|
||||||
|
|
||||||
color = mix(color, 1 - color, iMidi3_1[0].z);
|
|
||||||
|
|
||||||
fragColor = color;
|
fragColor = color;
|
||||||
}
|
}
|
||||||
+1
-1
@@ -536,7 +536,7 @@ static void use_program(ShaderProgram program, int i, bool output,
|
|||||||
|
|
||||||
for (j = 0; j < program.frag_count; j++) {
|
for (j = 0; j < program.frag_count; j++) {
|
||||||
write_uniform_1i(program.istate_locations[i * program.frag_count + j],
|
write_uniform_1i(program.istate_locations[i * program.frag_count + j],
|
||||||
context->state.values[j]);
|
context->state.values[j] + 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
offset = 0;
|
offset = 0;
|
||||||
|
|||||||
Reference in New Issue
Block a user