refactor(default): glsl cleaning (1/2)
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@@ -338,8 +338,6 @@ subroutine ( src_stage_sub ) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
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// SRC 8 : sentences
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#include inc_sentences.glsl
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subroutine ( src_stage_sub ) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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@@ -363,7 +361,7 @@ subroutine ( src_stage_sub ) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
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int s = int(sentence * (SENTENCE_COUNT - 1));
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uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
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uv2.y = mix(uv2.y, mod(uv2.y, 1), h_delta_b.x);
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float f = write_20(uv2, vec2(-float(lengths[s]) * 0.5, 0), sentences[s]);
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float f = write_sentence(uv2, vec2(-float(lengths[s]) * 0.5, 0), s);
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return vec4(f);
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}
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@@ -396,7 +394,7 @@ subroutine ( src_stage_sub ) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
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uv2.x = cmod(uv2.x, slen + 1);
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vec2 uv3 = uv2;
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uv3.y = mix(uv3.y, mod(uv3.y, 1), h_delta_b.x);
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float f = write_20(uv3, vec2(-slen * 0.5, 0), sentences[s]);
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float f = write_sentence(uv3, vec2(-slen * 0.5, 0), s);
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f *= (1 - abs(floor(uv2.y) * 0.125)) * (1 - abs(floor(uv2.y) * 0.125));
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