refactor(default): glsl cleaning (2/2)
This commit is contained in:
+1
-1
@@ -1,4 +1,4 @@
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#version 460
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#version 140
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// VIDEO 1
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// -----------
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+28
-102
@@ -1,4 +1,4 @@
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#version 460
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#version 140
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// MONITOR
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// ---
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@@ -25,92 +25,18 @@ float s(vec2 uv, float x0, float y0) {
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step(-y0 - 1, -uv.y);
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}
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const int texts[12][5] = {
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{
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0x49,
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0x4E,
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0x20,
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0x41,
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0x00
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}, // IN A
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{
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0x49,
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0x4E,
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0x20,
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0x42,
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0x00
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}, // IN B
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{
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0x53,
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0x52,
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0x43,
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0x20,
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0x41
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}, // SRC A
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{
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0x53,
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0x52,
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0x43,
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0x20,
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0x42
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}, // SRC B
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{
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0x46,
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0x58,
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0x20,
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0x41,
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0x00
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}, // FX A
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{
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0x46,
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0x58,
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0x20,
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0x42,
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0x00
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}, // FX B
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{
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0x41,
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0x2B,
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0x42,
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0x00,
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0x00
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}, // A+B
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{
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0x4D,
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0x46,
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0x58,
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0x00,
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0x00
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}, // MFX
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{
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0x46,
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0x50,
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0x53,
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0x00,
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0x00
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}, // FPS
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{
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0x4F,
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0x46,
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0x46,
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0x00,
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0x00
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}, // OFF
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{
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0x44,
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0x45,
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0x4D,
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0x4F,
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0x00
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}, // DEMO
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{
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0x4C,
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0x49,
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0x56,
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0x45,
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0x00
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}, // LIVE
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};
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const int textINA[] = int[5](0x49, 0x4E, 0x20, 0x41, 0x00);
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const int textINB[] = int[5](0x49, 0x4E, 0x20, 0x42, 0x00);
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const int textSRCA[] = int[5](0x49, 0x4E, 0x20, 0x41, 0x00);
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const int textSRCB[] = int[5](0x49, 0x4E, 0x20, 0x42, 0x00);
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const int textFXA[] = int[5](0x46, 0x58, 0x20, 0x41, 0x00);
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const int textFXB[] = int[5](0x46, 0x58, 0x20, 0x42, 0x00);
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const int textAB[] = int[5](0x41, 0x2B, 0x42, 0x00, 0x00);
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const int textMFX[] = int[5](0x4D, 0x46, 0x58, 0x00, 0x00);
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const int textFPS[] = int[5](0x46, 0x50, 0x53, 0x00, 0x00);
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const int textOFF[] = int[5](0x4F, 0x46, 0x46, 0x00, 0x00);
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const int textDEMO[] = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
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const int textLIVE[] = int[5](0x4C, 0x49, 0x56, 0x45, 0x00);
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void main() {
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vec2 uv0 = vUV.st;
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@@ -146,65 +72,65 @@ void main() {
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float t = 0;
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f += rect(uv3, vec2(-35, 28.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-37, 28), texts[0]);
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t += write_5(uv3, vec2(-37, 28), textINA);
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if (iInputFormat1 == YUYV_FOURCC) {
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c += s(uv2, 0, 2) * texture(iTex3, uv2);
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f += rect(uv3, vec2(-35, 26.75), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(-37.6, 26.1), iInputFPS1, 2);
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t += write_5(uv3, vec2(-35.1, 26.1), texts[8]);
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t += write_5(uv3, vec2(-35.1, 26.1), textFPS);
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} else {
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f += rect(uv3, vec2(-35, 26.75), vec2(1.6, 0.7));
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t += write_5(uv3, vec2(-36.5, 26.1), texts[9]);
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t += write_5(uv3, vec2(-36.5, 26.1), textOFF);
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}
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f += rect(uv3, vec2(-35, -11.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-37, -12), texts[1]);
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t += write_5(uv3, vec2(-37, -12), textINB);
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if (iInputFormat2 == YUYV_FOURCC) {
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c += s(uv2, 0, 0) * texture(iTex4, uv2);
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f += rect(uv3, vec2(-35, -13.25), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(-37.6, -13.9), iInputFPS2, 2);
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t += write_5(uv3, vec2(-35.1, -13.9), texts[8]);
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t += write_5(uv3, vec2(-35.1, -13.9), textFPS);
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} else {
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f += rect(uv3, vec2(-35, -13.25), vec2(1.6, 0.7));
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t += write_5(uv3, vec2(-36.5, -13.9), texts[9]);
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t += write_5(uv3, vec2(-36.5, -13.9), textOFF);
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}
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f += rect(uv3, vec2(-35, 8.5), vec2(2.1, 0.7));
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if (iDemo > 0) {
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t += write_5(uv3, vec2(-37, 8), texts[10]);
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t += write_5(uv3, vec2(-37, 8), textDEMO);
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} else {
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t += write_5(uv3, vec2(-37, 8), texts[11]);
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t += write_5(uv3, vec2(-37, 8), textLIVE);
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}
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f += rect(uv3, vec2(0, 28.5), vec2(2.6, 0.7));
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f += iActive1 == 1 ? h_rect(uv3, vec2(0, 28.5), vec2(3, 1), 0.2) : 0;
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t += write_5(uv3, vec2(-2.5, 28), texts[2]);
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t += write_5(uv3, vec2(-2.5, 28), textSRCA);
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f += rect(uv3, vec2(0, -11.5), vec2(2.6, 0.7));
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f += iActive1 == 2 ? h_rect(uv3, vec2(0, -11.5), vec2(3, 1), 0.2) : 0;
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t += write_5(uv3, vec2(-2.5, -12), texts[3]);
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t += write_5(uv3, vec2(-2.5, -12), textSRCB);
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f += rect(uv3, vec2(35, 28.5), vec2(2.1, 0.7));
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f += iActive2 == 1 ? h_rect(uv3, vec2(35, 28.5), vec2(2.5, 1), 0.2) : 0;
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t += write_5(uv3, vec2(33, 28), texts[4]);
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t += write_5(uv3, vec2(33, 28), textFXA);
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f += rect(uv3, vec2(35, -11.5), vec2(2.1, 0.7));
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f += iActive2 == 2 ? h_rect(uv3, vec2(35, -11.5), vec2(2.5, 1), 0.2) : 0;
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t += write_5(uv3, vec2(33, -12), texts[5]);
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t += write_5(uv3, vec2(33, -12), textFXB);
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f += rect(uv3, vec2(0, 8.5), vec2(1.6, 0.7));
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t += write_5(uv3, vec2(-1.5, 8), texts[6]);
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t += write_5(uv3, vec2(-1.5, 8), textAB);
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f += rect(uv3, vec2(35, 8.5), vec2(1.6, 0.7));
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f += iActive2 == 3 ? h_rect(uv3, vec2(35, 8.5), vec2(2, 1), 0.2) : 0;
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t += write_5(uv3, vec2(33.5, 8), texts[7]);
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t += write_5(uv3, vec2(33.5, 8), textMFX);
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f += rect(uv3, vec2(35, 6.75), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(32.4, 6.1), iFPS, 2);
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t += write_5(uv3, vec2(34.9, 6.1), texts[8]);
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t += write_5(uv3, vec2(34.9, 6.1), textFPS);
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fragColor = mix(c, vec4(min(1, f) - t), min(1, f));
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}
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+1
-1
@@ -1,4 +1,4 @@
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#version 460
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#version 140
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// VIDEO 2
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// -----------
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@@ -10,8 +10,6 @@ out vec4 fragColor;
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#include inc_src.glsl
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subroutine uniform src_stage_sub src_stage;
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uniform int iSeed3;
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uniform vec3 iGroup1_1[6];
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@@ -9,8 +9,6 @@ out vec4 fragColor;
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#include inc_src.glsl
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subroutine uniform src_stage_sub src_stage;
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uniform int iSeed4;
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uniform vec3 iGroup1_2[6];
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+1
-1
@@ -1,4 +1,4 @@
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#version 460
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#version 140
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// A+B
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// ------------
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+1
-1
@@ -1,4 +1,4 @@
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#version 460
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#version 140
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// OUT
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// ---
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@@ -364,7 +364,7 @@ float write_int(vec2 uv, vec2 pos, int value, int magnitude)
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{
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value = max(0, value);
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int i;
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uint m = 1;
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int m = 1;
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float d = 0.;
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for (i = 0; i < magnitude; i++) {
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if (i == 0 || value >= m) {
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+14
-79
@@ -103,78 +103,13 @@ vec4 debug(vec2 vUV)
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// logic
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const int texts[10][5] = {
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{
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0x46,
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0x50,
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0x53,
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0x00,
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0x00
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}, // FPS
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{
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0x54,
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0x45,
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0x4D,
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0x50,
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0x4F
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}, // TEMPO
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{
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0x54,
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0x49,
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0x4D,
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0x45,
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0x00
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}, // TIME
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{
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0x44,
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0x45,
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0x4D,
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0x4F,
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0x00
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}, // DEMO
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{
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0x4C,
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0x49,
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0x56,
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0x45,
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0x00
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}, // LIVE
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{
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0x52,
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0x41,
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0x4E,
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0x44,
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0x00
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}, // RAND
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{
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0x53,
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0x52,
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0x43,
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0x00,
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0x00
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}, // SRC
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{
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0x46,
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0x58,
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0x00,
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0x00,
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0x00
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}, // FX
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{
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0x49,
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0x4E,
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0x00,
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0x00,
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0x00
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}, // IN
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{
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0x4D,
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0x46,
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0x58,
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0x00,
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0x00
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}, // MFX
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};
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const int textTEMPO[] = int[5](0x54, 0x45, 0x4D, 0x50, 0x4F);
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const int textTIME[] = int[5](0x54, 0x49, 0x4D, 0x45, 0x00);
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const int textRAND[] = int[5](0x52, 0x41, 0x4E, 0x44, 0x00);
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const int textSRC[] = int[5](0x53, 0x52, 0x43, 0x00, 0x00);
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const int textFX[] = int[5](0x46, 0x58, 0x00, 0x00, 0x00);
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const int textIN[] = int[5](0x49, 0x4E, 0x00, 0x00, 0x00);
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const int textMFX[] = int[5](0x4D, 0x46, 0x58, 0x00, 0x00);
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vec2 uv2 = uv1;
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@@ -241,14 +176,14 @@ vec4 debug(vec2 vUV)
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// show src/fx
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f += write_5(uv3 * .75, vec2(-11.6, -1.8), texts[6]);
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f += write_5(uv3 * .75, vec2(-4.2, -1.8), texts[7]);
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f += write_5(uv3 * .75, vec2(-11.6, -1.8), textSRC);
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f += write_5(uv3 * .75, vec2(-4.2, -1.8), textFX);
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f += char_at(uv3 * .5, vec2(-11.5, 3.5), 0x41);
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f += char_at(uv3 * .5, vec2(-11.5, -6.), 0x42);
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if (iDemo < 1 && (iInputFormat1 == YUYV_FOURCC || iInputFormat2 == YUYV_FOURCC)) {
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f += write_5(uv3 * .75, vec2(-19.7, -1.8), texts[8]);
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f += write_5(uv3 * .75, vec2(-19.7, -1.8), textIN);
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}
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f += write_5(uv3 * .75, vec2(10.9, 2.), texts[9]);
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f += write_5(uv3 * .75, vec2(10.9, 2.), textMFX);
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// show inputs / feedback
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float line_a_a = rect(uv2, vec2(-7.5, 2.), vec2(1.5, .1));
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@@ -294,7 +229,7 @@ vec4 debug(vec2 vUV)
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float x = 0.;
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x = -15.;
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f += write_5(uv3, vec2(x - 4.5, 13.), texts[1]);
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f += write_5(uv3, vec2(x - 4.5, 13.), textTEMPO);
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f += write_int(uv3, vec2(x + 1.5, 13.), int(iTempo), 3);
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v = fract(iBeats);
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f += h_rect(uv3, vec2(x, 12.), vec2(4., .5), .2);
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@@ -302,13 +237,13 @@ vec4 debug(vec2 vUV)
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x = 15.;
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if (iAutoRand > 0) {
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f += write_5(uv3, vec2(x - 4.5, 13.), texts[5]);
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f += write_5(uv3, vec2(x - 4.5, 13.), textRAND);
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f += write_int(uv3, vec2(x - .5, 13.), int(iAutoRandCycle), 5);
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v = fract(iBeats / iAutoRandCycle);
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} else {
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f += write_int(uv3, vec2(x - .5, 13.), int(iTime), 5);
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v = fract(iTime);
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f += write_5(uv3, vec2(x - 4.5, 13.), texts[2]);
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f += write_5(uv3, vec2(x - 4.5, 13.), textTIME);
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}
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f += h_rect(uv3, vec2(x, 12.), vec2(4., .5), .2);
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f += rect(uv3, vec2(x + 4. * v - 4., 12), vec2(4. * v, .4));
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+122
-123
@@ -1,19 +1,20 @@
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#include inc_res.glsl
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#include inc_magic.glsl
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#include inc_functions.glsl
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#include inc_cp437.glsl
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#ifndef INC_FX
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#define INC_FX
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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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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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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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return vec4(c_out, 1.);
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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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@@ -29,29 +30,29 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
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// controls
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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 light = magic(f3, b3, seed + 30);
|
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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 light = magic(f3, b3, seed + 30.);
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// logic
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vec3 c0 = texture(previous, uv0).xyz;
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vec3 c = c0;
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c = shift3(c, hue);
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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 *= 1. + saturation;
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c = mix(c + light * 2., c - (1. - light) * 2., step(.5, light));
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return fx_master(c0, c, seed, m0);
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}
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||||
|
||||
// FX 2 : feedback + shift
|
||||
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)
|
||||
subroutine(fx_stage_sub) 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)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
@@ -64,7 +65,7 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2
|
||||
vec3 c0 = texture(src0, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(0.5, zoom));
|
||||
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(.5, zoom));
|
||||
uv2 += vec2(x_shift * ratio, y_shift) * 2;
|
||||
vec3 c = reframe(src1, uv2).xyz;
|
||||
|
||||
@@ -115,28 +116,28 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float pixel_size = magic(f1, b1, seed + 10);
|
||||
float quantize = magic(f2, b2, seed + 20);
|
||||
bool quantize_trigger = magic_trigger(b2, seed + 20);
|
||||
float blur = magic(f3, b3, seed + 30);
|
||||
float pixel_size = magic(f1, b1, seed + 10.);
|
||||
float quantize = magic(f2, b2, seed + 20.);
|
||||
bool quantize_trigger = magic_trigger(b2, seed + 20.);
|
||||
float blur = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float pixel = (1 - pixel_size) * 250 + 25;
|
||||
float pixel = (1., - pixel_size) * 250. + 25.;
|
||||
uv2 = round(uv2 * pixel) / pixel;
|
||||
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
|
||||
float colors = (1 - quantize) * 10 + 1;
|
||||
vec3 c = gauss(previous, uv2 * vec2(1. / ratio, 1.) + .5, 3, .005 * blur).xyz;
|
||||
float colors = (1. - quantize) * 10. + 1.;
|
||||
if (quantize_trigger) {
|
||||
c = round(c * colors) / colors;
|
||||
}
|
||||
// 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 * .1, 0), 5), .5));
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
}
|
||||
@@ -148,7 +149,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
@@ -168,7 +169,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
if (pixel_size_trigger) {
|
||||
uv2 = floor(uv2 * k1) / k1;
|
||||
}
|
||||
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
|
||||
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, .005 * blur).xyz;
|
||||
float k3 = pow(2, 5 - floor(quantize * 5));
|
||||
if (quantize_trigger) {
|
||||
c *= k3;
|
||||
@@ -190,26 +191,26 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float lens_v = magic(f1, b1, seed + 10);
|
||||
float horizontal_noise = magic(f2, b2, seed + 20);
|
||||
float zoom = magic(f3, b3, seed + 30);
|
||||
float lens_v = magic(f1, b1, seed + 10.);
|
||||
float horizontal_noise = magic(f2, b2, seed + 20.);
|
||||
float zoom = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = lens_v * 0.5;
|
||||
uv2 *= 1 + zoom * 2;
|
||||
float k1 = lens_v * .5;
|
||||
uv2 *= 1. + zoom * 2.;
|
||||
uv2 = lens(uv2, -k1, k1);
|
||||
float k = horizontal_noise;
|
||||
vec3 c = vec3(
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000 + iTime) - 0.5) * k * 0.1)).x,
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100 + iTime) - 0.5) * k * 0.1)).y,
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000. + iTime) - .5) * k * .1)).x,
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100. + iTime) - .5) * k * .1)).y,
|
||||
reframe_b(previous, uv2).z
|
||||
);
|
||||
|
||||
@@ -223,30 +224,28 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float axes = magic(f1, b1, seed + 10);
|
||||
float axes_trigger = magic_b(b1, seed + 10).x;
|
||||
float rotation = magic(f2, b2, seed + 20);
|
||||
float h_scroll = magic(f3, b3, seed + 30);
|
||||
float axes = magic(f1, b1, seed + 10.);
|
||||
float axes_trigger = magic_b(b1, seed + 10.).x;
|
||||
float rotation = magic(f2, b2, seed + 20.);
|
||||
float h_scroll = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 = mix(uv2, kal2(uv2 * rot(0.25), floor(axes * 9 + 1)) * vec2(1, -2) + vec2(0, -0.5), axes_trigger);
|
||||
uv2 = mix(uv2, kal2(uv2 * rot(.25), floor(axes * 9. + 1.)) * vec2(1., -2.) + vec2(0., -.5), axes_trigger);
|
||||
uv2 *= rot(rotation);
|
||||
uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio;
|
||||
uv2.x = (saw(uv2.x / ratio + .5 + h_scroll * 2.) - .5) * ratio;
|
||||
vec3 c = reframe(previous, uv2).xyz;
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
}
|
||||
|
||||
#include inc_cp437.glsl
|
||||
|
||||
// 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, vec3 m0)
|
||||
{
|
||||
@@ -254,35 +253,35 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20);
|
||||
float char_delta = magic(f3, b3, seed + 30);
|
||||
float t = magic(seed + 40);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20.);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20.);
|
||||
float char_delta = magic(f3, b3, seed + 30.);
|
||||
float t = magic(seed + 40.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = 100 * (1 - zoom) + 10;
|
||||
float inv_k = 1 / k1;
|
||||
float k1 = 100. * (1. - zoom) + 10.;
|
||||
float inv_k = 1. / k1;
|
||||
uv2 = floor(uv2 * k1) * inv_k;
|
||||
int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
|
||||
int start_char = charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
|
||||
ivec2 uv2i = ivec2(uv2 * k1);
|
||||
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
vec3 c = reframe(previous, uv2 + vec2(0, 0) * inv_k * 0.125).xyz * 0.2
|
||||
+ reframe(previous, uv2 + vec2(1, 0) * inv_k * 0.125).xyz * 0.2
|
||||
+ reframe(previous, uv2 + vec2(1, 1) * inv_k * 0.125).xyz * 0.2
|
||||
+ reframe(previous, uv2 + vec2(0, 1) * 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);
|
||||
int code = ((charset_ctrl.y < 1. || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
vec3 c = reframe(previous, uv2 + vec2(0., 0.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(1., 0.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(1., 1.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(0., 1.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(.5, .5) * inv_k * .125).xyz * .2;
|
||||
c = char(mod(uv1 * k1, 1.), code) ? c : vec3(0.);
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
}
|
||||
@@ -294,22 +293,22 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float lens_v1 = magic(f1, b1, seed + 10);
|
||||
float lens_v2 = magic(f2, b2, seed + 20);
|
||||
float zoom = magic(f3, b3, seed + 30);
|
||||
float k = magic(seed + 40);
|
||||
float lens_v1 = magic(f1, b1, seed + 10.);
|
||||
float lens_v2 = magic(f2, b2, seed + 20.);
|
||||
float zoom = magic(f3, b3, seed + 30.);
|
||||
float k = magic(seed + 40.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= 1 + zoom * 2;
|
||||
uv2 = lens(uv2, -lens_v2 * 10, lens_v1 * 10);
|
||||
uv2 *= 1. + zoom * 2.;
|
||||
uv2 = lens(uv2, -lens_v2 * 10., lens_v1 * 10.);
|
||||
vec3 c = reframe(previous, uv2).xyz;
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
@@ -322,13 +321,13 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float wall1 = magic(f1, b1, seed + 10);
|
||||
float wall2 = magic(f2, b2, seed + 20);
|
||||
float angle = magic(f3, b3, seed + 30);
|
||||
float wall1 = magic(f1, b1, seed + 10.);
|
||||
float wall2 = magic(f2, b2, seed + 20.);
|
||||
float angle = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -336,8 +335,8 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= rot(angle);
|
||||
uv2.y = min(uv2.y, 1 - wall1);
|
||||
uv2.y = -min(-uv2.y, 1 - wall2);
|
||||
uv2.y = min(uv2.y, 1. - wall1);
|
||||
uv2.y = -min(-uv2.y, 1. - wall2);
|
||||
uv2 *= rot(-angle);
|
||||
vec3 c = reframe(previous, uv2).xyz;
|
||||
|
||||
@@ -351,33 +350,33 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - 0.5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float pixel_size = magic(f1, b1, seed + 10);
|
||||
bool pixel_size_trigger = magic_trigger(b1, seed + 10);
|
||||
f2 = magic_f(f2, b2, seed + 20);
|
||||
int rule = int(f2.x * 12);
|
||||
float threshold = f2.y * 0.9 + 0.05;
|
||||
float fb = magic(f3, b3, seed + 30);
|
||||
float pixel_size = magic(f1, b1, seed + 10.);
|
||||
bool pixel_size_trigger = magic_trigger(b1, seed + 10.);
|
||||
f2 = magic_f(f2, b2, seed + 20.);
|
||||
int rule = int(f2.x * 12.);
|
||||
float threshold = f2.y * .9 + .05;
|
||||
float fb = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = pow(2, 9 - floor(pixel_size * 5));
|
||||
float p = 1 / k1;
|
||||
float k1 = pow(2., 9. - floor(pixel_size * 5.));
|
||||
float p = 1. / k1;
|
||||
uv2 = round(uv2 * k1) / k1;
|
||||
vec3 c1 = mix(
|
||||
reframe(previous, uv2 + vec2(0.5, 0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(0.5, 0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(.5, .5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(.5, .5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c2 = mix(
|
||||
reframe(previous, uv2 + vec2(1.5, 0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(1.5, 0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(1.5, .5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(1.5, .5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c3 = mix(
|
||||
@@ -386,33 +385,33 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
fb
|
||||
);
|
||||
vec3 c4 = mix(
|
||||
reframe(previous, uv2 + vec2(0.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(0.5, 1.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(.5, 1.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c5 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, 1.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, 1.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c6 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, 0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, 0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, .5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, .5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c7 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c8 = mix(
|
||||
reframe(previous, uv2 + vec2(0.5, -0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(0.5, -0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(.5, -.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(.5, -.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c9 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
bool alive = mean(c1) >= threshold;
|
||||
@@ -453,7 +452,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
alive = n >= 6 || !alive && n == 4 || alive && (n == 3 || n == 5);
|
||||
}
|
||||
|
||||
vec3 cout = vec3(alive ? 1 : 0);
|
||||
vec3 cout = vec3(alive ? 1. : 0.);
|
||||
|
||||
return fx_master(c0, cout, seed, m0);
|
||||
}
|
||||
@@ -465,20 +464,20 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float sx = magic(f1, b1, seed + 10) * 2;
|
||||
float sy = magic(f2, b2, seed + 20) * 2;
|
||||
float disp = 0.005 * magic(f3, b3, seed + 30);
|
||||
float sx = magic(f1, b1, seed + 10.) * 2.;
|
||||
float sy = magic(f2, b2, seed + 20.) * 2.;
|
||||
float disp = .005 * magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
const mat3x3 sobelx = {{-1, -2, -1}, {0, 0, 0}, {1, 2, 1}};
|
||||
const mat3x3 sobely = {{-1, 0, 1}, {-2, 0, 2}, {-1, 0, 1}};
|
||||
const mat3x3 sobelx = mat3x3(-1., -2., -1., 0., 0., 0., 1., 2., 1.);
|
||||
const mat3x3 sobely = mat3x3(-1., 0., 1., -2., 0., 2., -1., 0., 1.);
|
||||
|
||||
mat3x3 sobel = sobelx * sx + sobely * sy;
|
||||
|
||||
@@ -494,13 +493,13 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 1 + magic(f1, b1, seed + 10) * 9;
|
||||
float h_scroll = magic(f2, b2, seed + 20);
|
||||
float angle = magic(f3, b3, seed + 30);
|
||||
float zoom = 1 + magic(f1, b1, seed + 10.) * 9.;
|
||||
float h_scroll = magic(f2, b2, seed + 20.);
|
||||
float angle = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -512,11 +511,11 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
uv3 *= rot(angle);
|
||||
|
||||
uv3 += vec2(h_scroll, 0);
|
||||
uv3 += vec2(h_scroll, 0.);
|
||||
|
||||
uv3 *= round(zoom);
|
||||
|
||||
vec2 umax = vec2(round(zoom), 300);
|
||||
vec2 umax = vec2(round(zoom), 300.);
|
||||
|
||||
vec3 c = reframe(previous, mod(uv3, umax)).xyz;
|
||||
|
||||
@@ -526,33 +525,33 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
// FX 15 : Random
|
||||
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)
|
||||
{
|
||||
int fx = int(randTime(seed + 100) * 14);
|
||||
int fx = int(randTime(seed + 100.) * 14.) + 1;
|
||||
|
||||
if (fx == 0) {
|
||||
if (fx == 1) {
|
||||
return fx_1(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 1) {
|
||||
return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 2) {
|
||||
return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 3) {
|
||||
return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 4) {
|
||||
return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 5) {
|
||||
return fx_6(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 6) {
|
||||
return fx_7(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_6(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 7) {
|
||||
return fx_8(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_7(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 8) {
|
||||
return fx_9(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_8(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 9) {
|
||||
return fx_10(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_9(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 10) {
|
||||
return fx_11(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_10(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 11) {
|
||||
return fx_12(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_11(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 12) {
|
||||
return fx_12(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 13) {
|
||||
return fx_13(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else {
|
||||
return fx_14(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
|
||||
+160
-290
@@ -1,6 +1,7 @@
|
||||
#include inc_res.glsl
|
||||
#include inc_magic.glsl
|
||||
#include inc_functions.glsl
|
||||
#include inc_cp437.glsl
|
||||
|
||||
#ifndef INC_SRC
|
||||
#define INC_SRC
|
||||
@@ -13,6 +14,8 @@ uniform sampler2D iTex4;
|
||||
|
||||
subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3);
|
||||
|
||||
subroutine uniform src_stage_sub src_stage;
|
||||
|
||||
vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
@@ -21,9 +24,9 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
|
||||
|
||||
// controls
|
||||
|
||||
float hue = magic(f1, b1, seed + 10);
|
||||
float saturation = magic(f2, b2, seed + 20);
|
||||
float light = magic(f3, b3, seed + 30);
|
||||
float hue = magic(f1, b1, seed + 10.);
|
||||
float saturation = magic(f2, b2, seed + 20.);
|
||||
float light = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -31,8 +34,8 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
|
||||
|
||||
c = shift3(c, hue);
|
||||
|
||||
c *= 1 + saturation;
|
||||
c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
|
||||
c *= 1. + saturation;
|
||||
c = mix(c + light * 2., c - (1. - light) * 2., step(.5, light));
|
||||
|
||||
// output
|
||||
|
||||
@@ -40,259 +43,128 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
|
||||
}
|
||||
|
||||
// SRC 1: feedback + thru
|
||||
subroutine ( src_stage_sub ) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
|
||||
}
|
||||
|
||||
// SRC 2 : lines
|
||||
subroutine ( src_stage_sub ) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float thickness = magic(f1, b1, seed + 10);
|
||||
float rotation = magic(f2, b2, seed + 20);
|
||||
float distort = magic(f3, b3, seed + 30);
|
||||
float thickness = magic(f1, b1, seed + 10.);
|
||||
float rotation = magic(f2, b2, seed + 20.);
|
||||
float distort = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2.y *= cos(uv2.x * 5 * distort);
|
||||
uv2 *= rot(rotation + iBeats / 16);
|
||||
float k = thickness * 2;
|
||||
uv2.y = cmod(uv2.y, k * 2 + 0.1);
|
||||
float f = istep(k * 0.125 + 0.05, uv2.y) * istep(k * 0.125 + 0.01, -uv2.y);
|
||||
uv2.y *= cos(uv2.x * 5. * distort);
|
||||
uv2 *= rot(rotation + iBeats * .0625);
|
||||
float k = thickness * 2.;
|
||||
uv2.y = cmod(uv2.y, k * 2. + .1);
|
||||
float f = istep(k * .125 + .05, uv2.y) * istep(k * .125 + .01, -uv2.y);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 3 : dots
|
||||
subroutine ( src_stage_sub ) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
float rotation = magic(f2, b2, seed + 20);
|
||||
float lens_v = magic(f3, b3, seed + 30);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
float rotation = magic(f2, b2, seed + 20.);
|
||||
float lens_v = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = lens_v * 5;
|
||||
float k1 = lens_v * 5.;
|
||||
uv2 = lens(uv2, -k1, k1);
|
||||
uv2 = kal(uv2, 5);
|
||||
uv2 *= rot(rotation + iBeats / 16);
|
||||
float k = zoom * 0.1 + 0.05;
|
||||
uv2 = cmod(uv2, k * 2);
|
||||
float f = istep(k / (1 + length(uv1) * 2), length(uv2));
|
||||
uv2 = kal(uv2, 5.);
|
||||
uv2 *= rot(rotation + iBeats * .0625);
|
||||
float k = zoom * .1 + .05;
|
||||
uv2 = cmod(uv2, k * 2.);
|
||||
float f = istep(k / (1. + length(uv1) * 2.), length(uv2));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// // SRC 4 : circuit
|
||||
// subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
// {
|
||||
// // start
|
||||
|
||||
// vec2 uv0 = vUV.st;
|
||||
// float ratio = iResolution.x / iResolution.y;
|
||||
// vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
|
||||
// // controls
|
||||
|
||||
// float z = 10 + magic(f1, b1, 123) * 20;
|
||||
// float h = magic(f2, b2, seed + 20) * 0.8 + 0.1;
|
||||
// float v = magic_reverse(f3, b3, seed + 30) * 0.8 + 0.1;
|
||||
|
||||
// // logic
|
||||
|
||||
// uv1 *= z;
|
||||
// uv1 += iBeats;
|
||||
|
||||
// float s0 = rand(floor(mod(uv1, 1000))) * 1000;
|
||||
// float s1 = rand(floor(mod(uv1 + vec2(0, 1), 1000))) * 1000;
|
||||
// float s2 = rand(floor(mod(uv1 - vec2(1, 0), 1000))) * 1000;
|
||||
|
||||
// bool up = rand(s1 + 1) < h;
|
||||
// bool left = rand(s2 + 2) < v;
|
||||
// bool down = rand(s0 + 1) < h;
|
||||
// bool right = rand(s0 + 2) < v;
|
||||
// bool up_down = up && down;
|
||||
// bool left_right = left && right;
|
||||
|
||||
// uv1 = mod(uv1, 1.0) - 0.5;
|
||||
|
||||
// const float t = 0.1;
|
||||
|
||||
// float f = 0;
|
||||
// int c = 0;
|
||||
|
||||
// if (up) {
|
||||
// f += stripe(uv1.x, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.y);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (down) {
|
||||
// f += stripe(uv1.x, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.y);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (left) {
|
||||
// f += stripe(uv1.y, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.x);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (right) {
|
||||
// f += stripe(uv1.y, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.x);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (c == 1) {
|
||||
// f += istep(t, length(uv1));
|
||||
// }
|
||||
|
||||
// f = min(f, 1);
|
||||
|
||||
// if ((up_down ^^ left_right) && c == 2) {
|
||||
// if (up_down) {
|
||||
// uv1.xy = uv1.yx;
|
||||
// }
|
||||
// if (rand(s0 + 3) < 0.5) {
|
||||
// uv1.x = -uv1.x;
|
||||
// }
|
||||
// float k = rand(s0 + 4) * 60;
|
||||
// f -= rect(uv1, vec2(0), vec2(t * 3, t));
|
||||
// f = max(0, f);
|
||||
// if (k < 10) { // resistor
|
||||
// f += line(uv1, vec2(-t * 3.25, -t * 0.5), vec2(-t * 2.5, t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(-t * 2.5, t * 2), vec2(-t * 1.5, -t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(-t * 1.5, -t * 2), vec2(-t * 0.5, t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(-t * 0.5, t * 2), vec2(t * 0.5, -t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(t * 0.5, -t * 2), vec2(t * 1.5, t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(t * 1.5, t * 2), vec2(t * 2.5, -t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(t * 2.5, -t * 2), vec2(t * 3.25, t * 0.5), t * 0.75);
|
||||
// } else if (k < 20) { // capacitor
|
||||
// f += rect(uv1, vec2(-t * 2, 0), vec2(t, t * 0.5));
|
||||
// f += rect(uv1, vec2(t * 2, 0), vec2(t, t * 0.5));
|
||||
// f += rect(uv1, vec2(t, 0), vec2(t * 0.5, t * 3.5));
|
||||
// f += rect(uv1, vec2(-t, 0), vec2(t * 0.5, t * 3.5));
|
||||
// } else if (k < 30) { // diode
|
||||
// f += line(uv1, vec2(-t * 2, t * 2.5), vec2(t * 2, 0), t);
|
||||
// f += line(uv1, vec2(-t * 2, -t * 2.5), vec2(t * 2, 0), t);
|
||||
// f += rect(uv1, vec2(t * 2.5, 0), vec2(t * 0.5, t * 3));
|
||||
// f += rect(uv1, vec2(-t * 2.5, 0), vec2(t * 0.5, t * 3));
|
||||
// } else if (k < 40) { // lamp
|
||||
// f += istep(t * 3.5, length(uv1));
|
||||
// f -= istep(t * 2.5, length(uv1));
|
||||
// f += line(uv1, vec2(-t * 2), vec2(t * 2), t);
|
||||
// f += line(uv1, vec2(-t * 2, t * 2), vec2(t * 2, -t * 2), t);
|
||||
// } else if (k < 50) { // inductor
|
||||
// f += istep(t * 2, length(uv1 - vec2(t * 2.5, 0)));
|
||||
// f += istep(t * 2, length(uv1 - vec2(0, 0)));
|
||||
// f += istep(t * 2, length(uv1 - vec2(-t * 2.5, 0)));
|
||||
// f -= 2 * istep(t, length(uv1 - vec2(t * 2.5, 0)));
|
||||
// f -= 2 * istep(t, length(uv1 - vec2(0, 0)));
|
||||
// f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5, 0)));
|
||||
// f *= step(-t * 0.5, uv1.y);
|
||||
// } else if (k < 60) { // switch
|
||||
// f += istep(t, length(uv1 - vec2(t * 2.5, 0)));
|
||||
// f += istep(t, length(uv1 + vec2(t * 2.5, 0)));
|
||||
// f += line(uv1, vec2(t * 2, 0), vec2(-t * 2.5, t * (k < 55 ? 3 : 1)), t);
|
||||
// }
|
||||
// } else if (c == 3) {
|
||||
// if (left_right) {
|
||||
// uv1.xy = uv1.yx;
|
||||
// if (up) {
|
||||
// uv1.x = -uv1.x;
|
||||
// }
|
||||
// } else if (right) {
|
||||
// uv1.x = -uv1.x;
|
||||
// }
|
||||
// float k = rand(s0 + 4) * 20;
|
||||
// if (k < 10) {
|
||||
// f -= rect(uv1, vec2(0), vec2(t * 3));
|
||||
// f = max(0, f);
|
||||
// f += rect(uv1, vec2(-t * 3, 0), vec2(t * 0.5, t * 3));
|
||||
// f += line(uv1, vec2(t * 0.25, t * 3.25), vec2(-t * 3, t), t);
|
||||
// f += line(uv1, vec2(t * 0.25, -t * 3.25), vec2(-t * 3, -t), t);
|
||||
// }
|
||||
// }
|
||||
|
||||
// return vec4(f);
|
||||
// }
|
||||
|
||||
// SRC 4 : bacteria
|
||||
subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 2 + magic(f1, b1, seed + 10) * 20;
|
||||
float details = 5 * magic(f2, b2, seed + 20);
|
||||
float delta = magic(f3, b3, seed + 30);
|
||||
float zoom = 2. + magic(f1, b1, seed + 10.) * 20.;
|
||||
float details = 5. * magic(f2, b2, seed + 20.);
|
||||
float delta = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
uv1 *= zoom;
|
||||
|
||||
vec4 data = voronoi(uv1, 1, seed + 40, iBeats * 0.25);
|
||||
vec4 data = voronoi(uv1, 1., seed + 40, iBeats * .25);
|
||||
|
||||
float f = ease(data.x) + ease(data.y);
|
||||
|
||||
f = saw(f * (1 + data.x * details) - delta * 2.0);
|
||||
f = saw(f * (1. + data.x * details) - delta * 2.);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 5 : noise
|
||||
subroutine ( src_stage_sub ) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
float voronoi_distort = magic(f2, b2, seed + 20);
|
||||
float details = magic(f3, b3, seed + 30);
|
||||
float noise_factor = magic(seed + 40);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
float voronoi_distort = magic(f2, b2, seed + 20.);
|
||||
float details = magic(f3, b3, seed + 30.);
|
||||
float noise_factor = magic(seed + 40.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= zoom * 20 + 3;
|
||||
uv2 *= zoom * 20. + 3.;
|
||||
uv2.x += iBeats;
|
||||
vec4 data = voronoi(uv2, voronoi_distort, seed + 50, iBeats);
|
||||
float f = data.x / (data.x + data.y);
|
||||
f = sin(f * PI * (details * 20)) * 0.5 + 1;
|
||||
int nf = int(noise_factor * 6);
|
||||
f *= mix(1, noise_f(uv2, nf - 1), step(0.0, float(nf)));
|
||||
f = sin(f * PI * (details * 20.)) * .5 + 1.;
|
||||
int nf = int(noise_factor * 6.);
|
||||
f *= mix(1., noise_f(uv2, nf - 1), step(.0, float(nf)));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 6 : video in 1 + thru
|
||||
subroutine ( src_stage_sub ) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
if (iDemo > 0) {
|
||||
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
@@ -301,121 +173,119 @@ subroutine ( src_stage_sub ) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
|
||||
return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
|
||||
}
|
||||
|
||||
#include inc_cp437.glsl
|
||||
|
||||
// SRC 7 : cp437
|
||||
subroutine ( src_stage_sub ) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20);
|
||||
float char_delta = magic(f3, b3, seed + 30);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20.);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20.);
|
||||
float char_delta = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= zoom * 20 + 3;
|
||||
uv2 *= zoom * 20. + 3.;
|
||||
uv2 += iBeats;
|
||||
uv2 = mod(uv2, 100) + 100;
|
||||
int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
|
||||
uv2 = mod(uv2, 100.) + 100.;
|
||||
int start_char = charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
|
||||
ivec2 uv2i = ivec2(uv2);
|
||||
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
uv2 = mod(uv2, 1);
|
||||
float f = char(uv2, code) ? 1 : 0;
|
||||
int code = ((charset_ctrl.y < 1. || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
uv2 = mod(uv2, 1.);
|
||||
float f = char(uv2, code) ? 1. : 0.;
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 8 : sentences
|
||||
|
||||
subroutine ( src_stage_sub ) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20);
|
||||
float h_delta = magic(f3, b3, seed + 30);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20.);
|
||||
float h_delta = magic(f3, b3, seed + 30.);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= (1 + zoom) * 12;
|
||||
uv2.y += 0.5;
|
||||
uv2 *= (1. + zoom) * 12.;
|
||||
uv2.y += .5;
|
||||
int s = int(sentence * (SENTENCE_COUNT - 1));
|
||||
uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
|
||||
uv2.y = mix(uv2.y, mod(uv2.y, 1), h_delta_b.x);
|
||||
float f = write_sentence(uv2, vec2(-float(lengths[s]) * 0.5, 0), s);
|
||||
uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
|
||||
uv2.y = mix(uv2.y, mod(uv2.y, 1.), h_delta_b.x);
|
||||
float f = write_sentence(uv2, vec2(-float(lengths[s]) * .5, 0.), s);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 9 : sentences repeat
|
||||
subroutine ( src_stage_sub ) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float h_shift = magic(f1, b1, seed + 10);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20);
|
||||
float h_delta = magic(f3, b3, seed + 30);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30);
|
||||
float h_shift = magic(f1, b1, seed + 10.);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20.);
|
||||
float h_delta = magic(f3, b3, seed + 30.);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2.x += h_shift;
|
||||
uv2 *= 15;
|
||||
uv2.y += 0.5;
|
||||
uv2 *= 15.;
|
||||
uv2.y += .5;
|
||||
int s = int(sentence * (SENTENCE_COUNT - 1));
|
||||
float slen = float(lengths[s]);
|
||||
uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
|
||||
uv2.x = cmod(uv2.x, slen + 1);
|
||||
uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
|
||||
uv2.x = cmod(uv2.x, slen + 1.);
|
||||
vec2 uv3 = uv2;
|
||||
uv3.y = mix(uv3.y, mod(uv3.y, 1), h_delta_b.x);
|
||||
float f = write_sentence(uv3, vec2(-slen * 0.5, 0), s);
|
||||
uv3.y = mix(uv3.y, mod(uv3.y, 1.), h_delta_b.x);
|
||||
float f = write_sentence(uv3, vec2(-slen * .5, 0.), s);
|
||||
|
||||
f *= (1 - abs(floor(uv2.y) * 0.125)) * (1 - abs(floor(uv2.y) * 0.125));
|
||||
f *= (1. - abs(floor(uv2.y) * .125)) * (1. - abs(floor(uv2.y) * .125));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 10 : isometric grid
|
||||
subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
|
||||
float h_scroll = magic(f2, b2, seed + 20);
|
||||
float max_elevation = magic(f3, b3, seed + 30) * 0.5;
|
||||
float thick = 0.1;
|
||||
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
|
||||
float h_scroll = magic(f2, b2, seed + 20.);
|
||||
float max_elevation = magic(f3, b3, seed + 30.) * .5;
|
||||
float thick = .1;
|
||||
|
||||
// logic
|
||||
|
||||
@@ -423,38 +293,38 @@ subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
|
||||
vec2 uv3 = iso(uv2);
|
||||
|
||||
uv3 += vec2(h_scroll, 0);
|
||||
uv3 += vec2(h_scroll, 0.);
|
||||
|
||||
uv3 *= round(zoom);
|
||||
|
||||
vec2 umax = vec2(round(zoom), 300);
|
||||
vec2 umax = vec2(round(zoom), 300.);
|
||||
|
||||
vec2 u0 = mod(floor(uv3), umax);
|
||||
vec2 u1 = mod(floor(uv3 + vec2(1, 0)), umax);
|
||||
vec2 u2 = mod(floor(uv3 + vec2(0, 1)), umax);
|
||||
vec2 u3 = mod(floor(uv3 + vec2(-1, 0)), umax);
|
||||
vec2 u4 = mod(floor(uv3 + vec2(0, -1)), umax);
|
||||
vec2 u1 = mod(floor(uv3 + vec2(1., 0.)), umax);
|
||||
vec2 u2 = mod(floor(uv3 + vec2(0., 1.)), umax);
|
||||
vec2 u3 = mod(floor(uv3 + vec2(-1., 0.)), umax);
|
||||
vec2 u4 = mod(floor(uv3 + vec2(0., -1.)), umax);
|
||||
|
||||
float e0 = (rand(floor(u0)) * 2 - 1) * max_elevation;
|
||||
float e1 = (rand(floor(u1)) * 2 - 1) * max_elevation;
|
||||
float e2 = (rand(floor(u2)) * 2 - 1) * max_elevation;
|
||||
float e3 = (rand(floor(u3)) * 2 - 1) * max_elevation;
|
||||
float e4 = (rand(floor(u4)) * 2 - 1) * max_elevation;
|
||||
float e0 = (rand(floor(u0)) * 2. - 1.) * max_elevation;
|
||||
float e1 = (rand(floor(u1)) * 2. - 1.) * max_elevation;
|
||||
float e2 = (rand(floor(u2)) * 2. - 1.) * max_elevation;
|
||||
float e3 = (rand(floor(u3)) * 2. - 1.) * max_elevation;
|
||||
float e4 = (rand(floor(u4)) * 2. - 1.) * max_elevation;
|
||||
|
||||
uv3 = mod(uv3, 1.0) - 0.5;
|
||||
uv3 = mod(uv3, 1.) - .5;
|
||||
|
||||
float f = 0;
|
||||
float f = 0.;
|
||||
|
||||
f = line(uv3, vec2(0, 0) - iso_z(e0), vec2(1, 0) - iso_z(e1), thick)
|
||||
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
|
||||
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
|
||||
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
|
||||
f = line(uv3, vec2(0., 0.) - iso_z(e0), vec2(1., 0.) - iso_z(e1), thick)
|
||||
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., 1.) - iso_z(e2), thick)
|
||||
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(-1., 0.) - iso_z(e3), thick)
|
||||
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., -1.) - iso_z(e4), thick);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 11 : video in 2 + thru
|
||||
subroutine ( src_stage_sub ) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
if (iDemo > 0) {
|
||||
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
@@ -464,62 +334,62 @@ subroutine ( src_stage_sub ) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
}
|
||||
|
||||
// SRC 12 : Scales
|
||||
subroutine ( src_stage_sub ) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
|
||||
float shape = magic(f2, b2, seed + 20);
|
||||
float repeat = 1 + magic(f3, b3, seed + 30) * 10;
|
||||
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
|
||||
float shape = magic(f2, b2, seed + 20.);
|
||||
float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
|
||||
|
||||
// logic
|
||||
|
||||
float f = 0;
|
||||
float f = 0.;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
|
||||
uv2 *= zoom;
|
||||
|
||||
uv2 = mod(uv2, 4);
|
||||
uv2 = mod(uv2, 4.);
|
||||
|
||||
vec2 uv3 = uv2;
|
||||
|
||||
uv3.y = mix(uv3.y, -uv3.y, step(2, uv2.x) * step(2, uv2.y));
|
||||
uv3.y = mix(uv3.y, -uv3.y, istep(2, uv2.x) * istep(2, uv2.y));
|
||||
uv3.y = mix(uv3.y, -uv3.y, step(2., uv2.x) * step(2., uv2.y));
|
||||
uv3.y = mix(uv3.y, -uv3.y, istep(2., uv2.x) * istep(2., uv2.y));
|
||||
|
||||
uv3.y = -uv3.y;
|
||||
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.x) * step(1, uv2.x));
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.y) * step(1, uv2.y));
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.x) * step(1., uv2.x));
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.y) * step(1., uv2.y));
|
||||
|
||||
f = istep(0.5, saw((length(mod(uv3, 1)) + shape + 0.5) * repeat));
|
||||
f = istep(.5, saw((length(mod(uv3, 1.)) + shape + .5) * repeat));
|
||||
|
||||
f = mix(1 - f, f, istep(1, abs(uv2.y - 2)) * istep(2, uv2.x));
|
||||
f = mix(1 - f, f, step(1, abs(uv2.y - 2)) * step(2, uv2.x));
|
||||
f = mix(1. - f, f, istep(1., abs(uv2.y - 2.)) * istep(2., uv2.x));
|
||||
f = mix(1. - f, f, step(1., abs(uv2.y - 2.)) * step(2., uv2.x));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 13 : Credenza
|
||||
subroutine ( src_stage_sub ) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
|
||||
float shape = 0.1 + magic(f2, b2, seed + 20) * 0.9;
|
||||
float repeat = 1 + magic(f3, b3, seed + 30) * 10;
|
||||
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
|
||||
float shape = .1 + magic(f2, b2, seed + 20.) * .9;
|
||||
float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
|
||||
|
||||
// logic
|
||||
|
||||
@@ -527,33 +397,33 @@ subroutine ( src_stage_sub ) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
|
||||
uv2 *= zoom;
|
||||
|
||||
uv2 = mod(uv2, 2);
|
||||
uv2 = mod(uv2, 2.);
|
||||
|
||||
uv2 = abs(uv2 - 1);
|
||||
uv2 = abs(uv2 - 1.);
|
||||
|
||||
float f = istep(1, length(uv2)) * istep(1, length(1 - uv2));
|
||||
float f = istep(1., length(uv2)) * istep(1., length(1. - uv2));
|
||||
|
||||
f *= istep(0.5, saw((length(uv2) + shape + 0.5) * repeat)) * istep(0.5, saw((length(1 - uv2) + shape + 0.5) * repeat));
|
||||
f *= istep(.5, saw((length(uv2) + shape + .5) * repeat)) * istep(.5, saw((length(1. - uv2) + shape + .5) * repeat));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 14 : Cursor
|
||||
subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float size = magic(f1, b1, seed + 10) * 2 + 0.1;
|
||||
float dx = (fmagic(f2, b2, seed + 20) * (1 - size * 0.06) - 0.5) * ratio;
|
||||
bool flip_x = magic_trigger(b2, seed + 20);
|
||||
float dy = fmagic(f3, b3, seed + 30) * (1 - size * 0.17) - 0.5;
|
||||
bool flip_y = magic_trigger(b3, seed + 30);
|
||||
float size = magic(f1, b1, seed + 10.) * 2. + .1;
|
||||
float dx = (fmagic(f2, b2, seed + 20.) * (1. - size * .06) - .5) * ratio;
|
||||
bool flip_x = magic_trigger(b2, seed + 20.);
|
||||
float dy = fmagic(f3, b3, seed + 30.) * (1. - size * .17) - .5;
|
||||
bool flip_y = magic_trigger(b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -571,49 +441,49 @@ subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
|
||||
uv2 /= size;
|
||||
|
||||
uv2 *= -rot(-PI / 2);
|
||||
uv2 *= -rot(-PI * 0.5);
|
||||
|
||||
float f = istep(0, (uv2.x * 2 + uv2.y) * (uv2.x * 2 - uv2.y)) * istep(0, uv2.y);
|
||||
float f = istep(0., (uv2.x * 2. + uv2.y) * (uv2.x * 2. - uv2.y)) * istep(0., uv2.y);
|
||||
|
||||
uv2.y += 0.1;
|
||||
uv2.y += .1;
|
||||
|
||||
f -= istep(0, (uv2.x + uv2.y * 3) * (uv2.x - uv2.y * 3)) * istep(0, uv2.y);
|
||||
f -= istep(0., (uv2.x + uv2.y * 3.) * (uv2.x - uv2.y * 3.)) * istep(0., uv2.y);
|
||||
|
||||
f += rect(uv2, vec2(0, -0.04), vec2(0.01, 0.04));
|
||||
f += rect(uv2, vec2(0., -.04), vec2(.01, .04));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 15 : Random
|
||||
subroutine ( src_stage_sub ) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
int src = int(randTime(seed + 100) * 14);
|
||||
int src = int(randTime(seed + 100.) * 14.) + 1;
|
||||
|
||||
if (src == 0) {
|
||||
if (src == 1) {
|
||||
return src_1(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 1) {
|
||||
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 2) {
|
||||
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 3) {
|
||||
return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 4) {
|
||||
return src_5(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 5) {
|
||||
return src_6(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_5(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 6) {
|
||||
return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_6(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 7) {
|
||||
return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 8) {
|
||||
return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 9) {
|
||||
return src_10(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 10) {
|
||||
return src_11(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_10(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 11) {
|
||||
return src_12(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_11(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 12) {
|
||||
return src_12(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 13) {
|
||||
return src_13(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else {
|
||||
return src_14(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
|
||||
Reference in New Issue
Block a user