debug shader
This commit is contained in:
+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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