src 14 : cursor
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+3
-3
@@ -90,13 +90,13 @@ make -f Makefile.dev release-arch
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- [x] src 10 : isometric grid
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- [x] src 12 : pattern in my kitchen
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- [x] src 13 : another pattern in my kitchen
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- [ ] src 14 : cursor with select
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- [ ] src 15 : ?
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- [x] src 14 : cursor with select
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- [ ] src 15 : random source
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- [x] fx 11 : spill
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- [x] fx 12 : game of life
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- [x] fx 13 : sobel
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- [ ] fx 14 : colorize range (pretty color ranges)
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- [ ] fx 15 : ?
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- [ ] fx 15 : random fx
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- [x] frag 10 : move debug screen here
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- [ ] debug : add src/fx/A/B indicators
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- [ ] Other
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@@ -154,8 +154,8 @@ options:
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| **3** | **A** | Video In 2 + Thru | _Hue_ | _Saturation_ | _Light_ | Spill | _Bottom limit_ | _Top Limit_ | _Rotation_ |
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| | **B** | Scales | _Zoom_ | _Shape_ | _Ripples_ | Game Of Life | _Pixel Size_ | _Ruleset/Threshold_ | _Feedback_ |
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| | **C** | Credenza | _Zoom_ | _Shape_ | _Ripples_ | Sobel Filter | _Horz. filter_ | _Vert. filter_ | _Filter Size_ |
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| | **D** | (same as 7) | | | | (same as 0) | | | |
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| | **E** | (same as 8) | | | | (same as 1) | | | |
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| | **D** | Cursor | _Size_ | _Pos X_ | _Pos Y_ | (same as 0) | | | |
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| | **E** | (Random source) | --- | --- | --- | (Random effect) | --- | --- | --- |
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TODO update
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+22
-3
@@ -421,10 +421,9 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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return vec4(f);
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}
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// TODO SRC 14
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// SRC 14 : Cursor
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subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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vec2 uv0 = vUV.st;
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@@ -433,9 +432,29 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// controls
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float size = magic(f1, b1, seed + 10) * 2 + 0.1;
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float dx = (magic(f2, b2, seed + 20) * (1 - size * 0.06) - 0.5) * ratio;
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float dy = magic(f3, b3, seed + 30) * (1 - size * 0.17) - 0.5;
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// logic
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vec2 uv2 = uv1;
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uv2 -= vec2(dx, -dy);
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uv2 /= size;
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uv2 *= -rot(-PI / 2);
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float f = istep(0, (uv2.x * 2 + uv2.y) * (uv2.x * 2 - uv2.y)) * istep(0, uv2.y);
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uv2.y += 0.1;
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f -= istep(0, (uv2.x + uv2.y * 3) * (uv2.x - uv2.y * 3)) * istep(0, uv2.y);
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f += rect(uv2, vec2(0, -0.04), vec2(0.01, 0.04));
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return texture(iTex0, vUV);
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return vec4(f);
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}
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// TODO SRC 15
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