wip config
This commit is contained in:
+1
-1
@@ -1,6 +1,6 @@
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TARGET ?= forge
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INSTALL_DIR ?= $(HOME)/.local/bin
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TEST_ARGS ?= --hot-reload --frag=./shaders
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TEST_ARGS ?= --hot-reload --frag=./shaders --frag-config=./shaders/shaders.cfg
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SHELL := /bin/bash
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.PHONY: build
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@@ -22,6 +22,7 @@ uniform sampler2D frame4;
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uniform sampler2D frame5;
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uniform sampler2D frame6;
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uniform sampler2D frame7;
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uniform sampler2D frame8;
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// 3. definitions
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// --------------
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+3
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@@ -1,11 +1,11 @@
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// SRC A
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// -----------
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// IN: 0 (MFX)
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// IN: 0 (OUT)
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// IN: 1 (IN A)
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// OUT: 3 (FX A)
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// OUT: 2 (FX A)
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in vec2 vUV;
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layout(location = 3) out vec3 fragColor;
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layout(location = 2) out vec3 fragColor;
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void main() {
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fragColor = src_stage(vUV);
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+4
-4
@@ -1,11 +1,11 @@
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// SRC B
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// -----------
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// IN: 0 (MFX)
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// IN: 2 (IN B)
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// OUT: 4 (FX B)
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// IN: 0 (OUT)
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// IN: 4 (IN B)
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// OUT: 5 (FX B)
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in vec2 vUV;
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layout(location = 4) out vec3 fragColor;
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layout(location = 5) out vec3 fragColor;
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void main() {
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fragColor = src_stage(vUV);
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+5
-5
@@ -1,12 +1,12 @@
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// FX A
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// -------------
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// IN: 3 (SRC A)
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// IN: 5 (FX A)
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// OUT: 5 (A+B)
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// IN: 2 (SRC A)
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// IN: 3 (FX A)
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// OUT: 3 (A+B)
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in vec2 vUV;
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layout(location = 5) out vec3 fragColor;
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layout(location = 3) out vec3 fragColor;
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void main() {
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fragColor = fx_stage(vUV, frame3, frame5);
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fragColor = fx_stage(vUV, frame2, frame3);
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}
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+2
-2
@@ -1,6 +1,6 @@
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// FX B
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// -------------
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// IN: 4 (SRC B)
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// IN: 5 (SRC B)
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// IN: 6 (FX B)
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// OUT: 6 (A+B)
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@@ -8,5 +8,5 @@ in vec2 vUV;
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layout(location = 6) out vec3 fragColor;
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void main() {
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fragColor = fx_stage(vUV, frame4, frame6);
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fragColor = fx_stage(vUV, frame5, frame6);
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}
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+2
-2
@@ -1,6 +1,6 @@
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// A+B
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// ------------
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// IN: 5 (FX A)
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// IN: 3 (FX A)
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// IN: 6 (FX B)
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// OUT: 7 (MFX)
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@@ -8,5 +8,5 @@ in vec2 vUV;
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layout(location = 7) out vec3 fragColor;
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void main() {
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fragColor = mix_stage(vUV, frame5, frame6, sin(iTime * 0.25) * 0.3 + 0.3); // TODO tmp
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fragColor = mix_stage(vUV, frame3, frame6, sin(iTime * 0.25) * 0.3 + 0.3); // TODO tmp
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}
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+1
-1
@@ -1,6 +1,6 @@
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// MFX
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// ------------
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// IN: 7 (A+B)
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// IN: 8 (A+B)
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// IN: 0 (OUT)
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// OUT: 0 (OUT)
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@@ -0,0 +1,8 @@
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SUB_COUNT=16
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FRAG_COUNT=6
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FRAG_OUT_1=2
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FRAG_OUT_2=5
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FRAG_OUT_3=3
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FRAG_OUT_4=6
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FRAG_OUT_5=7
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FRAG_OUT_6=0
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+15
-5
@@ -18,14 +18,16 @@ static void print_help(int status_code) {
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"[-hr] "
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"[-s=SCREEN] "
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"[-f=DIR_PATH] "
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"[-fc=CFG_PATH] "
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"\n\n"
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"Fusion Of Real-time Generative Effects.\n\n"
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"options:\n"
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" -h, --help show this help message and exit\n"
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" -v, --version print version\n"
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" -hr, --hot-reload hot reload of shaders scripts\n"
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" -s, --screen output screen number (default: primary)\n"
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" -f, --frag fragment shaders directory (default: TODO)\n");
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" -h, --help show this help message and exit\n"
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" -v, --version print version\n"
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" -hr, --hot-reload hot reload of shaders scripts\n"
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" -s, --screen output screen number (default: primary)\n"
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" -f, --frag fragment shaders directory (default: TODO)\n"
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" -fc, --frag-config fragment shaders config file (default: TODO)\n");
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exit(status_code);
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}
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@@ -65,6 +67,7 @@ Parameters args_parse(int argc, char **argv) {
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params.screen = 0;
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params.frag_path = 0;
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params.frag_config_path = 0;
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params.hot_reload = false;
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for (i = 1; i < argc; i++) {
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@@ -81,6 +84,8 @@ Parameters args_parse(int argc, char **argv) {
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params.screen = parse_uchar(arg, value);
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} else if (is_arg(arg, "-f") || is_arg(arg, "--frag")) {
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params.frag_path = value;
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} else if (is_arg(arg, "-fc") || is_arg(arg, "--frag-config")) {
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params.frag_config_path = value;
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} else {
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invalid_arg(arg);
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}
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@@ -91,5 +96,10 @@ Parameters args_parse(int argc, char **argv) {
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exit(EXIT_FAILURE);
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}
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if (params.frag_path == 0) {
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log_error("required argument -fc/--frag-config");
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exit(EXIT_FAILURE);
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}
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return params;
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}
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+1
-1
@@ -14,7 +14,7 @@
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#endif /* FRAG_COUNT */
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#ifndef TEX_COUNT
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#define TEX_COUNT 8
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#define TEX_COUNT 9
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#endif /* TEXT_COUNT */
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#ifndef SUB_COUNT
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+36
-6
@@ -15,15 +15,45 @@ static char *vertex_shader_text =
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" vUV = vPos;\n"
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"}\n";
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static char *output_fragment_shader_text =
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static char *output_shader_text = "#version 460\n"
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"in vec2 vUV;\n"
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"out vec4 fragColor;\n"
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"uniform sampler2D frame0;\n"
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"void main()\n"
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"{\n"
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" fragColor = texture(frame0, vUV);\n"
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"}";
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static char *monitor_shader_text =
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"#version 460\n"
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"uniform sampler2D frame0;\n"
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"uniform sampler2D frame1;\n"
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"uniform sampler2D frame2;\n"
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"uniform sampler2D frame3;\n"
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"uniform sampler2D frame4;\n"
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"uniform sampler2D frame5;\n"
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"uniform sampler2D frame6;\n"
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"uniform sampler2D frame7;\n"
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"uniform sampler2D frame8;\n"
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"in vec2 vUV;\n"
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"out vec4 fragColor;\n"
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"uniform sampler2D frame0;\n"
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"void main()\n"
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"{\n"
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" fragColor = texture(frame0, vUV);\n"
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"}\n";
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"float s(vec2 uv, float x0, float y0) {\n"
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" return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) * "
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"step(-y0 - 1, -uv.y);\n"
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"}\n"
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"void main() {\n"
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" vec2 uv = vUV * 3;\n"
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" fragColor = vec4(0);\n"
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" fragColor += s(uv,0,2) * texture(frame1, uv);\n"
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" fragColor += s(uv,1,2) * texture(frame2, uv);\n"
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" fragColor += s(uv,2,2) * texture(frame3, uv);\n"
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" fragColor += s(uv,0,1) * texture(frame4, uv);\n"
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" fragColor += s(uv,1,1) * texture(frame5, uv);\n"
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" fragColor += s(uv,2,1) * texture(frame6, uv);\n"
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" fragColor += s(uv,0,0) * texture(frame7, uv);\n"
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" fragColor += s(uv,1,0) * texture(frame8, uv);\n"
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" fragColor += s(uv,2,0) * texture(frame0, uv);\n"
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"}";
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static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
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{{1.0f, 1.0f}}, {{0.0f, 0.0f}},
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+11
-6
@@ -107,10 +107,16 @@ static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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program->vertex_shader, "internal vertex shader", vertex_shader_text);
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// compile output fragment shader
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program->output_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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program->output_shader = glCreateShader(GL_FRAGMENT_SHADER);
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program->error |=
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!compile_shader(program->output_fragment_shader,
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"internal fragment shader", output_fragment_shader_text);
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!compile_shader(program->output_shader,
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"internal fragment shader (output)", output_shader_text);
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// compile output fragment shader
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program->monitor_shader = glCreateShader(GL_FRAGMENT_SHADER);
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program->error |= !compile_shader(program->monitor_shader,
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"internal fragment shader (monitor)",
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monitor_shader_text);
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// compile fragment shaders
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for (i = 0; i < FRAG_COUNT; i++) {
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@@ -135,7 +141,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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glAttachShader(program->programs[i], program->vertex_shader);
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if (output) {
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glAttachShader(program->programs[i], program->output_fragment_shader);
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glAttachShader(program->programs[i], program->monitor_shader); // TODO tmp
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} else {
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glAttachShader(program->programs[i], program->fragment_shaders[i]);
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}
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@@ -213,7 +219,6 @@ ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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init_single_program(&program, i, i == FRAG_COUNT);
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}
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// TODO functions
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for (i = 0; i < TEX_COUNT; i++) {
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program.draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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}
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@@ -291,7 +296,7 @@ void shaders_apply(ShaderProgram program, Context context) {
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glUniform1i(program.frames_locations[i][j], j);
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}
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glDrawBuffers(TEX_COUNT, program.draw_buffers);
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glDrawBuffers(TEX_COUNT - 1, program.draw_buffers);
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// draw output
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glDrawArrays(GL_TRIANGLES, 0, 6);
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+3
-1
@@ -14,6 +14,7 @@
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typedef struct Parameters {
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unsigned char screen;
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char *frag_path;
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char *frag_config_path;
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bool hot_reload;
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} Parameters;
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@@ -37,7 +38,8 @@ typedef struct ShaderProgram {
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GLuint programs[FRAG_COUNT + 1];
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GLuint vertex_shader;
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GLuint output_fragment_shader;
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GLuint output_shader;
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GLuint monitor_shader;
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GLuint fragment_shaders[FRAG_COUNT];
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