From a3d9baf18c464dd509f541a1f21fd27dd779b2fa Mon Sep 17 00:00:00 2001 From: klemek Date: Wed, 12 Nov 2025 23:41:09 +0100 Subject: [PATCH] fix: iDemo redundant with autorandom --- default/frag7.glsl | 3 ++- default/inc_debug.glsl | 2 ++ default/inc_magic.glsl | 12 +++++------- default/inc_src.glsl | 2 ++ 4 files changed, 11 insertions(+), 8 deletions(-) diff --git a/default/frag7.glsl b/default/frag7.glsl index 132af02..09fdb26 100644 --- a/default/frag7.glsl +++ b/default/frag7.glsl @@ -12,6 +12,7 @@ out vec4 fragColor; #include inc_magic.glsl #include inc_functions.glsl +uniform int iDemo; uniform sampler2D iTex7; uniform sampler2D iTex8; uniform int iSeed7; @@ -26,7 +27,7 @@ void main() { float k = mean(color_a); - mix_value = mix(mix_value * 0.9 + 0.05, mix_value, 1 - iDemo); + mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo); fragColor = mix(color_b, color_a, mix_type ? step(mix_value, k) : mix_value); } \ No newline at end of file diff --git a/default/inc_debug.glsl b/default/inc_debug.glsl index f0f0539..a761932 100644 --- a/default/inc_debug.glsl +++ b/default/inc_debug.glsl @@ -13,6 +13,7 @@ uniform vec2 iInputResolution2; uniform int iInputFormat1; uniform int iInputFormat2; +uniform int iDemo; uniform int iAutoRand; uniform int iPage; uniform int iSelected; @@ -99,6 +100,7 @@ vec4 debug(vec2 vUV) float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8); bool mfx_invert = magic_trigger(vec3(iMidi2_3[6].z, 0, 0), iSeed8); float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7); + mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo); bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10); // logic diff --git a/default/inc_magic.glsl b/default/inc_magic.glsl index 836ec07..7d6da9d 100644 --- a/default/inc_magic.glsl +++ b/default/inc_magic.glsl @@ -3,13 +3,11 @@ #ifndef INC_MAGIC #define INC_MAGIC -uniform int iDemo; - vec2 magic_f(vec2 F, vec3 B, float i) { return vec2( - mix(F.x, randTime(i + 1), min(1, B.z + iDemo)), - mix(F.y, randTime(i + 2), min(1, B.z + iDemo)) + mix(F.x, randTime(i + 1), min(1, B.z)), + mix(F.y, randTime(i + 2), min(1, B.z)) ); } @@ -21,9 +19,9 @@ vec2 magic_f(float i) vec3 magic_b(vec3 B, float i) { return vec3( - mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z + iDemo)), - mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z + iDemo)), - min(1, B.z + iDemo) + mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z)), + mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z)), + min(1, B.z) ); } diff --git a/default/inc_src.glsl b/default/inc_src.glsl index b5158a6..da53be7 100644 --- a/default/inc_src.glsl +++ b/default/inc_src.glsl @@ -5,6 +5,8 @@ #ifndef INC_SRC #define INC_SRC +uniform int iDemo; + uniform sampler2D iTex0; uniform sampler2D iTex3; uniform sampler2D iTex4;