debug shader
This commit is contained in:
@@ -115,8 +115,8 @@ make -f Makefile.dev release-arch
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- [x] demo mode
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- [x] random seed injected into shaders
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- [x] internal texture size for speed
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- [ ] pass state as uniform
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- [ ] debug shader (and in monitor)
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- [x] pass state as uniform
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- [x] debug shader (and in monitor)
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- [ ] Clean code and fix things
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- [ ] Midi
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- [ ] Read Midi events
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+3
-2
@@ -4,9 +4,10 @@ UNIFORM_FPS=iFPS
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UNIFORM_DEMO=iDemo
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UNIFORM_RESOLUTION=iResolution
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UNIFORM_SEED_PREFIX=seed
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UNIFORM_STATE_PREFIX=state
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UNIFORM_TEX_PREFIX=tex
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TEX_COUNT=9
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TEX_COUNT=8
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FRAG_COUNT=8
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FRAG_OUTPUT=7
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@@ -15,7 +16,7 @@ FRAG_1_OUT=2
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FRAG_2_OUT=5
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FRAG_3_OUT=3
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FRAG_4_OUT=6
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FRAG_5_OUT=8
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FRAG_5_OUT=7
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FRAG_6_OUT=0
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SUB_TYPE_COUNT=3
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+93
-10
@@ -21,6 +21,13 @@ uniform int seed6;
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uniform int seed7;
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uniform int seed8;
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uniform int state1_1;
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uniform int state2_1;
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uniform int state3_2;
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uniform int state4_2;
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uniform int state5_3;
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uniform int state6_2;
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// 2. textures
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// ---------------
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@@ -166,8 +173,8 @@ float cosTime(float k)
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vec2 magic_f(vec2 F, vec3 B, float i)
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{
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return vec2(
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mix(F.x, randTime(i + 1), B.z + iDemo),
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mix(F.y, randTime(i + 2), B.z + iDemo)
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mix(F.x, randTime(i + 1), min(1, B.z + iDemo)),
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mix(F.y, randTime(i + 2), min(1, B.z + iDemo))
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);
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}
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@@ -179,8 +186,8 @@ vec2 magic_f(float i)
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vec3 magic_b(vec3 B, float i)
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{
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return vec3(
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mix(B.x, step(0.2, randTime(i + 3)), B.z + iDemo),
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mix(B.y, step(0.5, randTime(i + 4)), B.z + iDemo),
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mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z + iDemo)),
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mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z + iDemo)),
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min(1, B.z + iDemo)
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);
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}
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@@ -810,7 +817,7 @@ int read(sampler2D tex, vec2 uv, float k, int d, float t)
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float inv_k = 1 / k;
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vec2 tex_uv = floor(uv * k) * inv_k;
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tex_uv += vec2(d % 2, floor(d * 0.5)) * 0.5 * inv_k;
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return // TODO threshold
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return
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((mean(reframe(tex, tex_uv + vec2(0, 3) * inv_k * 0.125)) > t) ? 1 : 0) +
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((mean(reframe(tex, tex_uv + vec2(0, 2) * inv_k * 0.125)) > t) ? 2 : 0) +
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((mean(reframe(tex, tex_uv + vec2(0, 1) * inv_k * 0.125)) > t) ? 4 : 0) +
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@@ -1237,13 +1244,89 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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// inputs
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int selected = 0; // TODO debug selected
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int page = 0; // TODO debug page
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int selected_src = 0; // TODO debug selected
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int selected_fx = 0; // TODO debug selected
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int selected_srca = state1_1;
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int selected_srcb = state2_1;
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int selected_fxa = state3_2;
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int selected_fxb = state4_2;
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int selected_mfx = state6_2;
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float fxa_value = magic(seed3);
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float fxb_value = magic(seed4);
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float mfx_value = magic(seed6);
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float mix_value = magic(seed5);
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int mix_type = state5_3 % 2;
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// logic
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// TODO tmp
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vec2 uv2 = uv1;
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uv2 *= 10;
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uv2.x -= 0.5;
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uv2.y += 0.5;
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// base frame
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float f =
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h_rect(uv2, vec2(-5, -2), vec2(1), 0.1) +
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h_rect(uv2, vec2(-2, -2), vec2(1), 0.1) +
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rect(uv2, vec2(-3.5, -2), vec2(0.5, 0.1)) +
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h_rect(uv2, vec2(-5, 2), vec2(1), 0.1) +
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h_rect(uv2, vec2(-2, 2), vec2(1), 0.1) +
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rect(uv2, vec2(-3.5, 2), vec2(0.5, 0.1)) +
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h_rect(uv2, vec2(2, 0), vec2(1), 0.1) +
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h_rect(uv2, vec2(5, 0), vec2(1), 0.1) +
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rect(uv2, vec2(3.5, 0), vec2(0.5, 0.1)) +
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rect(uv2, vec2(0.55, -2), vec2(1.5, 0.1)) +
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rect(uv2, vec2(2, -1.55), vec2(0.1, 0.55)) +
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rect(uv2, vec2(0.55, 2), vec2(1.5, 0.1)) +
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rect(uv2, vec2(2, 1.55), vec2(0.1, 0.55)) +
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rect(uv2, vec2(7.5, 0), vec2(1.5, 0.1)) +
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h_rect(uv2, vec2(-9, 5.1), vec2(1), 0.1);
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// show selected src/fx
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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(-2.4, 1.45), hex_chars[selected_fxa]);
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f += char_at(uv2, vec2(4.6, -0.55), hex_chars[selected_fxb]);
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f += char_at(uv2, vec2(-2.4, -2.55), hex_chars[selected_mfx]);
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// show current selected
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f += selected == 0 ? h_rect(uv2, vec2(-5, 2), vec2(1.2), 0.1) : 0;
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f += selected == 1 ? h_rect(uv2, vec2(-5, -2), vec2(1.2), 0.1) : 0;
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f += selected == 2 ? h_rect(uv2, vec2(-2, 2), vec2(1.2), 0.1) : 0;
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f += selected == 3 ? h_rect(uv2, vec2(5, 0), vec2(1.2), 0.1) : 0;
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f += selected == 4 ? h_rect(uv2, vec2(-2, -2), vec2(1.2), 0.1) : 0;
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// show selected src/fx
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f += selected_src == 0 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0;
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f += selected_src == 1 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0;
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f += selected_fx == 2 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0;
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f += selected_fx == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0;
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f += selected_fx == 4 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0;
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// show inputs / feedback
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f += (selected_srca == 5 || selected_srca == 10) ? rect(uv2, vec2(-8, 2), vec2(2, 0.1)) : 0;
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f += (selected_srca == 0 || selected_srca % 5 != 0 && selected_srca >= 8) ? 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)) : 0;
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f += (selected_srcb == 5 || selected_srcb == 10) ? rect(uv2, vec2(-8, -2), vec2(2, 0.1)) : 0;
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f += (selected_srcb == 0 || selected_srcb % 5 != 0 && selected_srcb >= 8) ? 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)) : 0;
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// show page
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f += char_at(uv2, vec2(-9.2, 4.3), hex_chars[page]);
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// show fx values
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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(5, -0.9 + 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 * mfx_value), vec2(0.9, 0.9 * mfx_value)));
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// show mix
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f += char_at(uv2, vec2(1.55, -0.6), mix_type > 0 ? 0x4B : 0x4D);
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f = mix(f, 1 - f, rect(uv2, vec2(2, -0.9 + 0.9 * mix_value), vec2(0.9, 0.9 * mix_value)));
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return texture(tex0, vUV);
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return vec4(f);
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}
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// 6. effects
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@@ -1706,7 +1789,7 @@ subroutine(mix_stage_sub) vec4 mix_1(vec2 vUV, sampler2D ta, sampler2D tb, int s
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// controls
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float mix_src = magic(seed + 10);
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float mix_src = magic(seed);
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// logic
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@@ -1725,7 +1808,7 @@ subroutine(mix_stage_sub) vec4 mix_2(vec2 vUV, sampler2D ta, sampler2D tb, int s
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// controls
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float mix_src = magic(seed + 10);
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float mix_src = magic(seed);
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// logic
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+2
-2
@@ -1,6 +1,6 @@
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// MFX
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// ------------
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// IN: 8 (A+B)
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// IN: 7 (A+B)
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// IN: 0 (OUT)
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// OUT: 0 (OUT)
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@@ -8,5 +8,5 @@ in vec2 vUV;
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out vec4 fragColor;
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void main() {
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fragColor = fx_stage(vUV, tex8, tex0, seed6);
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fragColor = fx_stage(vUV, tex7, tex0, seed6);
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}
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+11
-11
@@ -26,15 +26,15 @@ void main() {
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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vec2 uv2 = uv0 * 3;
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vec2 uv3 = uv1 * 30;
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vec2 uv3 = uv1 * 60;
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vec4 c = vec4(0);
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c += s(uv2,0,2) * texture(tex1, uv2);
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c += s(uv2,1,2) * texture(tex2, uv2);
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c += s(uv2,2,2) * texture(tex3, uv2);
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c += s(uv2,0,1) * texture(tex7, uv2);
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c += s(uv2,1,1) * texture(tex8, uv2);
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c += s(uv2,0,1) * src_16(mod(uv2, 1), 0);
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c += s(uv2,1,1) * texture(tex7, uv2);
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c += s(uv2,2,1) * texture(tex0, uv2);
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c += s(uv2,0,0) * texture(tex4, uv2);
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c += s(uv2,1,0) * texture(tex5, uv2);
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@@ -42,14 +42,14 @@ void main() {
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float t = 0;
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t += write_5(uv3, vec2(-26.5,13.5), texts[0]);
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t += write_5(uv3, vec2(-26.5,-6.5), texts[1]);
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t += write_5(uv3, vec2(-8.5,13.5), texts[2]);
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t += write_5(uv3, vec2(-8.5,-6.5), texts[3]);
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t += write_5(uv3, vec2(9.5,13.5), texts[4]);
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t += write_5(uv3, vec2(9.5,-6.5), texts[5]);
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t += write_5(uv3, vec2(-8.5,3.5), texts[6]);
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t += write_5(uv3, vec2(9.5,3.5), texts[7]);
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t += write_5(uv3, vec2(-53,28), texts[0]);
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t += write_5(uv3, vec2(-53,-12), texts[1]);
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t += write_5(uv3, vec2(-17,28), texts[2]);
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t += write_5(uv3, vec2(-17,-12), texts[3]);
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t += write_5(uv3, vec2(19,28), texts[4]);
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t += write_5(uv3, vec2(19,-12), texts[5]);
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t += write_5(uv3, vec2(-17,8), texts[6]);
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t += write_5(uv3, vec2(19,8), texts[7]);
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fragColor = mix(c, 1 - c, t);
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}
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+23
-1
@@ -141,6 +141,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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char *tex_prefix;
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char *sub_prefix;
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char *seed_prefix;
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char *state_prefix;
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program->programs[i] = glCreateProgram();
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@@ -173,6 +174,18 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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glGetUniformLocation(program->programs[i], name);
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}
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state_prefix =
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config_file_get_str(shader_config, "UNIFORM_STATE_PREFIX", "state");
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for (j = 0; j < program->frag_count; j++) {
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for (k = 0; k < program->sub_type_count; k++) {
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sprintf(name, "%s%d_%d", state_prefix, j + 1, k + 1);
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program
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->istate_locations[i * program->frag_count * program->sub_type_count +
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j * program->sub_type_count + k] =
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glGetUniformLocation(program->programs[i], name);
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}
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}
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for (j = 0; j < program->sub_type_count; j++) {
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sprintf(name, "SUB_%d_PREFIX", j + 1);
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sub_prefix = config_file_get_str(shader_config, name, 0);
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@@ -217,6 +230,8 @@ static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
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program->idemo_locations = malloc(program->frag_count * sizeof(GLuint));
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program->iseed_locations =
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malloc(program->frag_count * program->frag_count * sizeof(GLuint));
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program->istate_locations = malloc(program->frag_count * program->frag_count *
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program->sub_type_count * sizeof(GLuint));
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program->vpos_locations = malloc(program->frag_count * sizeof(GLuint));
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program->textures_locations =
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malloc(program->frag_count * program->tex_count * sizeof(GLuint));
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@@ -335,12 +350,19 @@ static void use_program(ShaderProgram program, int i, bool output,
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(const GLint)context.seeds[j]);
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}
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// set subroutines for fragment
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// set subroutines for fragment and update state uniforms
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for (j = 0; j < program.sub_type_count; j++) {
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k = context.sub_state[i * program.sub_type_count + j];
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subroutines[j] = program.sub_locations[i * program.sub_type_count *
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program.sub_variant_count +
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j * program.sub_variant_count + k];
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for (k = 0; k < program.frag_count; k++) {
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glUniform1i(
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program.istate_locations[i * program.frag_count *
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program.sub_type_count +
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k * program.sub_type_count + j],
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(const GLint)context.sub_state[k * program.sub_type_count + j]);
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}
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}
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
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@@ -60,6 +60,7 @@ typedef struct ShaderProgram {
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GLuint *ires_locations;
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GLuint *idemo_locations;
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GLuint *iseed_locations;
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GLuint *istate_locations;
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GLuint *vpos_locations;
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Block a user