wip value input
This commit is contained in:
+123
-118
@@ -35,6 +35,11 @@ uniform int state8;
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uniform int active1;
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uniform int active2;
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uniform vec3 src2_1[7];
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uniform vec3 src2_2[7];
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uniform vec3 src2_3[7];
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uniform vec3 src3_1[2];
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// 2. textures
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// ---------------
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@@ -879,11 +884,11 @@ int guess_char(sampler2D tex, vec2 uv, float k, float t)
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// 5. generators
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// -------------
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subroutine vec4 src_stage_sub(vec2 vUV, int seed);
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subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3);
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subroutine uniform src_stage_sub src_stage;
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vec4 src_thru(vec2 vUV, sampler2D tex, int seed)
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vec4 src_thru(vec2 vUV, sampler2D tex, 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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@@ -891,9 +896,9 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed)
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// controls
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float hue = magic(seed + 10);
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float saturation = magic(seed + 20);
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float light = magic(seed + 30);
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float hue = magic(f1, b1, seed + 10);
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float saturation = magic(f2, b2, seed + 20);
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float light = magic(f3, b3, seed + 30);
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// logic
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@@ -910,13 +915,13 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed)
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}
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// SRC 1: feedback + thru
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subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_1(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_thru(vUV, tex0, seed);
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return src_thru(vUV, tex0, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 2 : lines
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subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_2(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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@@ -926,9 +931,9 @@ subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed)
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// controls
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float thickness = magic(seed + 10);
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float rotation = magic(seed + 20);
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float distort = magic(seed + 30);
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float thickness = magic(f1, b1, seed + 10);
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float rotation = magic(f2, b2, seed + 20);
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float distort = magic(f3, b3, seed + 30);
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// logic
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@@ -943,7 +948,7 @@ subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed)
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}
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// SRC 3 : dots
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subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_3(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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@@ -953,9 +958,9 @@ subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed)
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// controls
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float zoom = magic(seed + 10);
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float rotation = magic(seed + 20);
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float lens_v = magic(seed + 30);
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float zoom = magic(f1, b1, seed + 10);
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float rotation = magic(f2, b2, seed + 20);
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float lens_v = magic(f3, b3, seed + 30);
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// logic
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@@ -972,7 +977,7 @@ subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed)
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}
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// SRC 4 : waves
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subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_4(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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@@ -982,9 +987,9 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed)
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// controls
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float spacing = magic(seed + 10);
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float thickness = magic(seed + 20);
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float scroll = magic_reverse(seed + 30);
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float spacing = magic(f1, b1, seed + 10);
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float thickness = magic(f2, b2, seed + 20);
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float scroll = magic_reverse(f3, b3, seed + 30);
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// logic
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@@ -1015,7 +1020,7 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed)
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}
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// SRC 5 : noise
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subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_5(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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@@ -1025,9 +1030,9 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed)
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// controls
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float zoom = magic(seed + 10);
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float voronoi_distort = magic(seed + 20);
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float details = magic(seed + 30);
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float zoom = magic(f1, b1, seed + 10);
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float voronoi_distort = magic(f2, b2, seed + 20);
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float details = magic(f3, b3, seed + 30);
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float noise_factor = magic(seed + 40);
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// logic
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@@ -1045,13 +1050,13 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed)
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}
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// SRC 6 : video in 1 + thru
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subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_6(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_thru(vUV, tex3, seed);
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return src_thru(vUV, tex3, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 7 : cp437
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subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_7(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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@@ -1061,10 +1066,10 @@ subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed)
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// controls
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float zoom = magic(seed + 10);
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vec2 charset = magic_f(seed + 20);
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vec3 charset_ctrl = magic_b(seed + 20);
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float char_delta = magic(seed + 30);
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float zoom = magic(f1, b1, seed + 10);
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vec2 charset = magic_f(f2, b2, seed + 20);
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vec3 charset_ctrl = magic_b(b2, seed + 20);
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float char_delta = magic(f3, b3, seed + 30);
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// logic
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@@ -1103,7 +1108,7 @@ const int lengths[SENTENCE_COUNT] = {
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5, 17, 13, 13, 13, 17, 8, 8, 11, 19
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};
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subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed)
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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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@@ -1113,10 +1118,10 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed)
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// controls
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float zoom = magic(seed + 10);
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float sentence = magic_reverse(seed + 20);
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float h_delta = magic(seed + 30);
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vec3 h_delta_b = magic_b(seed + 30);
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float zoom = magic(f1, b1, seed + 10);
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float sentence = magic_reverse(f2, b2, seed + 20);
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float h_delta = magic(f3, b3, seed + 30);
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vec3 h_delta_b = magic_b(b3, seed + 30);
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// logic
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@@ -1131,7 +1136,7 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed)
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}
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// TODO SRC 9
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subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_9(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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@@ -1147,7 +1152,7 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed)
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}
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// TODO SRC 10
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subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_10(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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@@ -1163,13 +1168,13 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed)
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}
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// SRC 11 : video in 2 + thru
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subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_11(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_thru(vUV, tex4, seed);
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return src_thru(vUV, tex4, seed, b1, f1, b2, f2, b3, f3);
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}
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// TODO SRC 12
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subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_12(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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@@ -1185,7 +1190,7 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed)
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}
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// TODO SRC 13
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subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_13(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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@@ -1201,7 +1206,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed)
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}
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// TODO SRC 14
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subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed)
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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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// start
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@@ -1217,7 +1222,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed)
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}
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// TODO SRC 15
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subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_15(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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@@ -1233,7 +1238,7 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed)
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}
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// SRC 16 : debug
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subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
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subroutine(src_stage_sub) vec4 src_16(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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@@ -1248,11 +1253,11 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
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int selected_fxa = state5;
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int selected_fxb = state6;
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int selected_mfx = state8;
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float fxa_value = magic(seed5);
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float fxb_value = magic(seed6);
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float mfx_value = magic(seed8);
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float mix_value = magic(seed7);
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bool mix_type = magic_trigger(seed7 + 10);
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float fxa_value = magic(src2_1[6].xy, vec3(1, 0, 0), seed5);
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float fxb_value = magic(src2_2[6].xy, vec3(1, 0, 0), seed6);
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float mfx_value = magic(src2_3[6].xy, vec3(1, 0, 0), seed8);
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float mix_value = magic(src3_1[1].xy, vec3(1, 0, 0), seed7);
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bool mix_type = magic_trigger(vec3(src3_1[0].x, 0, 0), seed7 + 10);
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// logic
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@@ -1378,12 +1383,12 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
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// 6. effects
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// ----------
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subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed);
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subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0);
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subroutine uniform fx_stage_sub fx_stage;
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// FX 1 : thru
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subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
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subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
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{
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// start
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@@ -1391,11 +1396,11 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
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// controls
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float fx = magic(seed);
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float fx = magic(f0, vec3(1,0,0), seed);
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float hue = magic(seed + 10);
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float saturation = magic(seed + 20);
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float light = magic(seed + 30);
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float hue = magic(f1, b1, seed + 10);
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float saturation = magic(f2, b2, seed + 20);
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float light = magic(f3, b3, seed + 30);
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// logic
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@@ -1409,7 +1414,7 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
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}
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// FX 2 : feedback + shift
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vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed)
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vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
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{
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// start
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@@ -1419,11 +1424,11 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed)
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// controls
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float fx = magic(seed);
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float fx = magic(f0, vec3(1,0,0), seed);
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float zoom = magic(seed + 10);
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float x_shift = magic(seed + 20);
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float y_shift = magic(seed + 30);
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float zoom = magic(f1, b1, seed + 10);
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float x_shift = magic(f2, b2, seed + 20);
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float y_shift = magic(f3, b3, seed + 30);
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// logic
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@@ -1437,19 +1442,19 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed)
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return vec4(mix(c0, c, fx), 1.0);
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}
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subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
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subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
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{
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return fx_shift(vUV, previous, feedback, seed);
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return fx_shift(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, f0);
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}
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// FX 3 : shift
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subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
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subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
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{
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return fx_shift(vUV, previous, previous, seed);
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return fx_shift(vUV, previous, previous, seed, b1, f1, b2, f2, b3, f3, f0);
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}
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// FX 4 : colorize
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subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
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subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
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{
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// start
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@@ -1457,13 +1462,13 @@ subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedb
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// controls
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float fx = magic(seed);
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float fx = magic(f0, vec3(1,0,0), seed);
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float c_black = magic(seed + 10);
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bool c_black_trigger = magic_trigger(seed + 10);
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float c_white = magic(seed + 20);
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bool c_white_trigger = magic_trigger(seed + 20);
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float delta = magic(seed + 30);
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float c_black = magic(f1, b1, seed + 10);
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bool c_black_trigger = magic_trigger(b1, seed + 10);
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float c_white = magic(f2, b2, seed + 20);
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bool c_white_trigger = magic_trigger(b2, seed + 20);
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float delta = magic(f3, b3, seed + 30);
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// logic
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|
||||
@@ -1477,7 +1482,7 @@ subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
}
|
||||
|
||||
// FX 5 : quantize
|
||||
subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1487,12 +1492,12 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
float pixel_size = magic(seed + 10);
|
||||
float quantize = magic(seed + 20);
|
||||
bool quantize_trigger = magic_trigger(seed + 20);
|
||||
float blur = magic(seed + 30);
|
||||
float pixel_size = magic(f1, b1, seed + 10);
|
||||
float quantize = magic(f2, b2, seed + 20);
|
||||
bool quantize_trigger = magic_trigger(b2, seed + 20);
|
||||
float blur = magic(f3, b3, seed + 30);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1512,7 +1517,7 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
}
|
||||
|
||||
// FX 6 : dithering
|
||||
subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1522,13 +1527,13 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
float pixel_size = magic(seed + 10);
|
||||
bool pixel_size_trigger = magic_trigger(seed + 10);
|
||||
float quantize = magic(seed + 20);
|
||||
bool quantize_trigger = magic_trigger(seed + 20);
|
||||
float blur = magic(seed + 30);
|
||||
float pixel_size = magic(f1, b1, seed + 10);
|
||||
bool pixel_size_trigger = magic_trigger(b1, seed + 10);
|
||||
float quantize = magic(f2, b2, seed + 20);
|
||||
bool quantize_trigger = magic_trigger(b2, seed + 20);
|
||||
float blur = magic(f3, b3, seed + 30);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1556,7 +1561,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
}
|
||||
|
||||
// FX 7 : tv
|
||||
subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1566,11 +1571,11 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
float lens_v = magic(seed + 10);
|
||||
float horizontal_noise = magic(seed + 20);
|
||||
float zoom = magic(seed + 30);
|
||||
float lens_v = magic(f1, b1, seed + 10);
|
||||
float horizontal_noise = magic(f2, b2, seed + 20);
|
||||
float zoom = magic(f3, b3, seed + 30);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1591,7 +1596,7 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
}
|
||||
|
||||
// FX 8 : kaleidoscope
|
||||
subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1601,12 +1606,12 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
float axes = magic(seed + 10);
|
||||
float axes_trigger = magic_b(seed + 10).x;
|
||||
float rotation = magic(seed + 20);
|
||||
float h_scroll = magic(seed + 30);
|
||||
float axes = magic(f1, b1, seed + 10);
|
||||
float axes_trigger = magic_b(b1, seed + 10).x;
|
||||
float rotation = magic(f2, b2, seed + 20);
|
||||
float h_scroll = magic(f3, b3, seed + 30);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1622,7 +1627,7 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
}
|
||||
|
||||
// FX 9 : cp437
|
||||
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1632,12 +1637,12 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
float zoom = magic(seed + 10);
|
||||
vec2 charset = magic_f(seed + 20);
|
||||
vec3 charset_ctrl = magic_b(seed + 20);
|
||||
float char_delta = magic(seed + 30);
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20);
|
||||
float char_delta = magic(f3, b3, seed + 30);
|
||||
float t = magic(seed + 40);
|
||||
|
||||
// logic
|
||||
@@ -1664,7 +1669,7 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
}
|
||||
|
||||
// FX 10 : lens
|
||||
subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1674,11 +1679,11 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
float lens_v1 = magic(seed + 10);
|
||||
float lens_v2 = magic(seed + 20);
|
||||
float zoom = magic(seed + 30);
|
||||
float lens_v1 = magic(f1, b1, seed + 10);
|
||||
float lens_v2 = magic(f2, b2, seed + 20);
|
||||
float zoom = magic(f3, b3, seed + 30);
|
||||
float k = magic(seed + 40);
|
||||
|
||||
// logic
|
||||
@@ -1694,7 +1699,7 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
}
|
||||
|
||||
// TODO FX 11
|
||||
subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1704,7 +1709,7 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1715,7 +1720,7 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
}
|
||||
|
||||
// TODO FX 12
|
||||
subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1725,7 +1730,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1736,7 +1741,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
}
|
||||
|
||||
// TODO FX 13
|
||||
subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1746,7 +1751,7 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1757,7 +1762,7 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
}
|
||||
|
||||
// TODO FX 14
|
||||
subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1767,7 +1772,7 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1778,7 +1783,7 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
}
|
||||
|
||||
// TODO FX 15
|
||||
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1788,7 +1793,7 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -1799,7 +1804,7 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
}
|
||||
|
||||
// TODO FX 16
|
||||
subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feedback, int seed)
|
||||
subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
|
||||
{
|
||||
// start
|
||||
|
||||
@@ -1809,7 +1814,7 @@ subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
// controls
|
||||
|
||||
float fx = magic(seed);
|
||||
float fx = magic(f0, vec3(1,0,0), seed);
|
||||
|
||||
// logic
|
||||
|
||||
|
||||
Reference in New Issue
Block a user