wip yuyv
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+23
-18
@@ -21,12 +21,12 @@ 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 state3_1;
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uniform int state4_1;
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uniform int state5_2;
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uniform int state6_2;
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uniform int state7_3;
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uniform int state8_2;
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// 2. textures
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// ---------------
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@@ -40,6 +40,7 @@ uniform sampler2D tex5;
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uniform sampler2D tex6;
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uniform sampler2D tex7;
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uniform sampler2D tex8;
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uniform sampler2D tex9;
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// 3. definitions
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// --------------
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@@ -1039,7 +1040,7 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed)
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// SRC 6 : video in 1 + thru
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subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed)
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{
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return src_thru(vUV, tex1, seed);
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return src_thru(vUV, tex3, seed);
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}
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// SRC 7 : cp437
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@@ -1157,7 +1158,7 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed)
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// SRC 11 : video in 2 + thru
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subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed)
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{
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return src_thru(vUV, tex2, seed);
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return src_thru(vUV, tex4, seed);
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}
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// TODO SRC 12
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@@ -1239,16 +1240,16 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
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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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int selected_srca = state3_1;
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int selected_srcb = state4_1;
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int selected_fxa = state5_2;
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int selected_fxb = state6_2;
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int selected_mfx = state8_2;
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float fxa_value = magic(seed5);
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float fxb_value = magic(seed6);
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float mfx_value = magic(seed8);
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float mix_value = magic(seed7);
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int mix_type = state7_3 % 2;
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// logic
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@@ -1918,4 +1919,8 @@ subroutine(mix_stage_sub) vec4 mix_15(vec2 vUV, sampler2D ta, sampler2D tb, int
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subroutine(mix_stage_sub) vec4 mix_16(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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}
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// TODO temp
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const mat4x4 yuv_to_rgb = {{1,0,1.13983,0},{1,-0.39465,-0.5806,0},{1,2.03211,0,0},{0,0,0,1}};
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