refactor: not overlaping keyboard and midi
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This commit is contained in:
+108
-50
@@ -35,17 +35,16 @@ uniform int iState8;
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uniform int iActive1;
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uniform int iActive2;
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uniform vec3 iMidi2_1[7];
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uniform vec3 iMidi2_2[7];
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uniform vec3 iMidi2_3[7];
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uniform vec3 iMidi3_1[2];
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uniform vec3 iGroup2_1[7];
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uniform vec3 iGroup2_2[7];
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uniform vec3 iGroup2_3[7];
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uniform vec3 iGroup3_1[2];
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vec4 debug(vec2 vUV)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -92,30 +91,90 @@ vec4 debug(vec2 vUV)
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if (random_mfx) {
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selected_mfx = int(randTime(iSeed8 + 100) * 14);
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}
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float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5);
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bool fxa_invert = magic_trigger(vec3(iMidi2_1[6].z, 0, 0), iSeed5);
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float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6);
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bool fxb_invert = magic_trigger(vec3(iMidi2_2[6].z, 0, 0), iSeed6);
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float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
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bool mfx_invert = magic_trigger(vec3(iMidi2_3[6].z, 0, 0), iSeed8);
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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float fxa_value = magic(iGroup2_1[6].xy, vec3(1, 0, 0), iSeed5);
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bool fxa_invert = magic_trigger(vec3(iGroup2_1[6].z, 0, 0), iSeed5);
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float fxb_value = magic(iGroup2_2[6].xy, vec3(1, 0, 0), iSeed6);
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bool fxb_invert = magic_trigger(vec3(iGroup2_2[6].z, 0, 0), iSeed6);
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float mfx_value = magic(iGroup2_3[6].xy, vec3(1, 0, 0), iSeed8);
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bool mfx_invert = magic_trigger(vec3(iGroup2_3[6].z, 0, 0), iSeed8);
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float mix_value = magic(iGroup3_1[1].xy, vec3(1, 0, 0), iSeed7);
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mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0, 0), iSeed7 + 10);
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// logic
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const int texts[10][5] = {
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{0x46, 0x50, 0x53, 0x00, 0x00}, // FPS
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{0x54, 0x45, 0x4D, 0x50, 0x4F}, // TEMPO
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{0x54, 0x49, 0x4D, 0x45, 0x00}, // TIME
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{0x44, 0x45, 0x4D, 0x4F, 0x00}, // DEMO
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{0x4C, 0x49, 0x56, 0x45, 0x00}, // LIVE
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{0x52, 0x41, 0x4E, 0x44, 0x00}, // RAND
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{0x53, 0x52, 0x43, 0x00, 0x00}, // SRC
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{0x46, 0x58, 0x00, 0x00, 0x00}, // FX
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{0x49, 0x4E, 0x00, 0x00, 0x00}, // IN
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{0x4D, 0x46, 0x58, 0x00, 0x00}, // MFX
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};
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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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vec2 uv2 = uv1;
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@@ -128,21 +187,20 @@ vec4 debug(vec2 vUV)
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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(6.8, 0), vec2(0.75, 0.1)) +
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h_circle(uv2, vec2(7.8, 0), 0.3, 0.1)
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;
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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(6.8, 0), vec2(0.75, 0.1)) +
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h_circle(uv2, vec2(7.8, 0), 0.3, 0.1);
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if (iDemo < 1 && iInputFormat1 == YUYV_FOURCC) {
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f += circle(uv2, vec2(-9, 2), 0.3);
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@@ -183,14 +241,14 @@ vec4 debug(vec2 vUV)
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// show src/fx
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f += write_5(uv3 * 0.75, vec2(-11.6,-1.8), texts[6]);
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f += write_5(uv3 * 0.75, vec2(-4.2,-1.8), texts[7]);
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f += write_5(uv3 * 0.75, vec2(-11.6, -1.8), texts[6]);
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f += write_5(uv3 * 0.75, vec2(-4.2, -1.8), texts[7]);
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f += char_at(uv3 * 0.5, vec2(-11.5, 3.5), 0x41);
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f += char_at(uv3 * 0.5, 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 * 0.75, vec2(-19.7,-1.8), texts[8]);
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f += write_5(uv3 * 0.75, vec2(-19.7, -1.8), texts[8]);
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}
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f += write_5(uv3 * 0.75, vec2(10.9,2), texts[9]);
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f += write_5(uv3 * 0.75, vec2(10.9, 2), texts[9]);
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// show inputs / feedback
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float line_a_a = rect(uv2, vec2(-7.5, 2), vec2(1.5, 0.1));
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@@ -236,21 +294,21 @@ 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_int(uv3, vec2(x + 1.5,13), int(iTempo), 3);
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f += write_5(uv3, vec2(x - 4.5, 13), texts[1]);
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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, 0.5), 0.2);
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f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4));
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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_int(uv3, vec2(x - 0.5,13), int(iAutoRandCycle), 5);
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f += write_5(uv3, vec2(x - 4.5, 13), texts[5]);
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f += write_int(uv3, vec2(x - 0.5, 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 - 0.5,13), int(iTime), 5);
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f += write_int(uv3, vec2(x - 0.5, 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), texts[2]);
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}
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f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2);
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f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4));
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