feat: ignore some values in auto random
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@@ -272,6 +272,26 @@ GROUP_3_2_X=0
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GROUP_3_2_Y=16
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GROUP_3_2_Z=11089
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# Auto-Random Ignore (ARI) prefixes
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ARI_COUNT=17
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ARI_1=GROUP_3_1_Y
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ARI_2=GROUP_3_2_Z
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ARI_3=GROUP_2_1_X_4
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ARI_4=GROUP_2_1_Y_4
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ARI_5=GROUP_2_1_Z_4
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ARI_6=GROUP_2_2_X_4
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ARI_7=GROUP_2_2_Y_4
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ARI_8=GROUP_2_2_Z_4
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ARI_9=GROUP_2_4_X_4
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ARI_10=GROUP_2_4_Y_4
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ARI_11=GROUP_2_4_Z_4
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ARI_12=GROUP_2_6_X_4
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ARI_13=GROUP_2_6_Y_4
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ARI_14=GROUP_2_6_Z_4
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ARI_15=GROUP_2_7_X_4
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ARI_16=GROUP_2_7_Y_4
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ARI_17=GROUP_2_7_Z_4
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# =====
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# OTHER
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# =====
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+1
-5
@@ -16,15 +16,11 @@ uniform sampler2D iTex0;
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uniform int iSeed8;
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uniform vec3 iGroup2_3[7];
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uniform vec3 iGroup3_1[2];
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uniform int iDemo;
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uniform int iAutoRand;
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void main() {
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vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iGroup2_3[0], iGroup2_3[1].xy, iGroup2_3[2], iGroup2_3[3].xy, iGroup2_3[4], iGroup2_3[5].xy, iGroup2_3[6]);
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if (iDemo < 1 && iAutoRand < 1) {
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color = mix(color, vec4(0), iGroup3_1[0].y);
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}
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color = mix(color, vec4(0), iGroup3_1[0].y);
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fragColor = color;
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}
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+8
-9
@@ -9,21 +9,20 @@ out vec4 fragColor;
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#include inc_map.glsl
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uniform sampler2D iTex0;
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uniform int iAutoRand;
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uniform vec3 iGroup2_4[7];
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void main() {
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bool visible = iAutoRand < 1 && iGroup2_4[0].x > 0;
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bool invert = iAutoRand < 1 && iGroup2_4[0].y > 0;
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bool rect = iAutoRand < 1 && iGroup2_4[0].z > 0;
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bool visible = iGroup2_4[0].x > 0;
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bool invert = iGroup2_4[0].y > 0;
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float rect = iGroup2_4[0].z;
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vec2 uv2 = vUV;
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if (visible) {
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vec2 p1 = iAutoRand < 1 ? vec2(iGroup2_4[6].xy) : vec2(0);
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vec2 p2 = iAutoRand < 1 ? vec2(iGroup2_4[1].xy) : vec2(0);
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vec2 p3 = iAutoRand < 1 ? vec2(iGroup2_4[3].xy) : vec2(0);
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vec2 p4 = iAutoRand < 1 ? vec2(iGroup2_4[5].xy) : vec2(0);
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vec2 p1 = vec2(iGroup2_4[6].xy);
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vec2 p2 = vec2(iGroup2_4[1].xy);
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vec2 p3 = vec2(iGroup2_4[3].xy);
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vec2 p4 = vec2(iGroup2_4[5].xy);
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p2.x = 1 - p2.x;
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p3.y = 1 - p3.y;
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@@ -38,7 +37,7 @@ void main() {
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if (visible) {
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float mask = step(0, uv2.x) * step(-1, -uv2.x) * step(0, uv2.y) * step(-1, -uv2.y);
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color *= mix(mask, 1 - mask, invert ? 1 : 0);
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color = mix(color, mix(color, color + mask * vec4(1), step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)), rect ? 1 : 0);
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color = mix(color, color + mask * vec4(1), rect * (step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)));
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}
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fragColor = color;
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