fix: iDemo redundant with autorandom
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+2
-1
@@ -12,6 +12,7 @@ out vec4 fragColor;
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#include inc_magic.glsl
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#include inc_magic.glsl
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#include inc_functions.glsl
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#include inc_functions.glsl
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uniform int iDemo;
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uniform sampler2D iTex7;
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uniform sampler2D iTex7;
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uniform sampler2D iTex8;
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uniform sampler2D iTex8;
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uniform int iSeed7;
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uniform int iSeed7;
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@@ -26,7 +27,7 @@ void main() {
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float k = mean(color_a);
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float k = mean(color_a);
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mix_value = mix(mix_value * 0.9 + 0.05, mix_value, 1 - iDemo);
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mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo);
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fragColor = mix(color_b, color_a, mix_type ? step(mix_value, k) : mix_value);
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fragColor = mix(color_b, color_a, mix_type ? step(mix_value, k) : mix_value);
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}
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}
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@@ -13,6 +13,7 @@ uniform vec2 iInputResolution2;
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uniform int iInputFormat1;
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uniform int iInputFormat1;
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uniform int iInputFormat2;
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uniform int iInputFormat2;
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uniform int iDemo;
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uniform int iAutoRand;
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uniform int iAutoRand;
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uniform int iPage;
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uniform int iPage;
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uniform int iSelected;
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uniform int iSelected;
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@@ -99,6 +100,7 @@ vec4 debug(vec2 vUV)
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float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
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float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
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bool mfx_invert = magic_trigger(vec3(iMidi2_3[6].z, 0, 0), iSeed8);
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bool mfx_invert = magic_trigger(vec3(iMidi2_3[6].z, 0, 0), iSeed8);
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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// logic
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// logic
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@@ -3,13 +3,11 @@
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#ifndef INC_MAGIC
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#ifndef INC_MAGIC
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#define INC_MAGIC
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#define INC_MAGIC
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uniform int iDemo;
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vec2 magic_f(vec2 F, vec3 B, float i)
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vec2 magic_f(vec2 F, vec3 B, float i)
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{
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{
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return vec2(
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return vec2(
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mix(F.x, randTime(i + 1), min(1, B.z + iDemo)),
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mix(F.x, randTime(i + 1), min(1, B.z)),
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mix(F.y, randTime(i + 2), min(1, B.z + iDemo))
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mix(F.y, randTime(i + 2), min(1, B.z))
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);
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);
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}
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}
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@@ -21,9 +19,9 @@ vec2 magic_f(float i)
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vec3 magic_b(vec3 B, float i)
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vec3 magic_b(vec3 B, float i)
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{
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{
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return vec3(
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return vec3(
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mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z + iDemo)),
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mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z)),
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mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z + iDemo)),
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mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z)),
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min(1, B.z + iDemo)
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min(1, B.z)
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);
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);
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}
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}
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@@ -5,6 +5,8 @@
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#ifndef INC_SRC
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#ifndef INC_SRC
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#define INC_SRC
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#define INC_SRC
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uniform int iDemo;
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uniform sampler2D iTex0;
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uniform sampler2D iTex0;
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uniform sampler2D iTex3;
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uniform sampler2D iTex3;
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uniform sampler2D iTex4;
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uniform sampler2D iTex4;
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