From a44f701e45a7c4df359d5b4d20c712ef4410413d Mon Sep 17 00:00:00 2001 From: klemek Date: Sat, 1 Nov 2025 18:23:13 +0100 Subject: [PATCH] refactor(glsl): rename uniforms as iXxx --- config/forge.cfg | 11 +++-- shaders/frag0.glsl | 106 ++++++++++++++++++++++---------------------- shaders/frag1.glsl | 4 +- shaders/frag10.glsl | 16 +++---- shaders/frag2.glsl | 4 +- shaders/frag3.glsl | 4 +- shaders/frag4.glsl | 4 +- shaders/frag5.glsl | 2 +- shaders/frag6.glsl | 2 +- shaders/frag7.glsl | 8 ++-- shaders/frag8.glsl | 6 +-- shaders/frag9.glsl | 2 +- src/shaders.c | 10 ++--- 13 files changed, 89 insertions(+), 90 deletions(-) diff --git a/config/forge.cfg b/config/forge.cfg index df74dcc..0ce32fa 100644 --- a/config/forge.cfg +++ b/config/forge.cfg @@ -9,14 +9,13 @@ UNIFORM_TEX_RESOLUTION=iTexResolution UNIFORM_IN_RESOLUTION_PREFIX=iInputResolution UNIFORM_IN_FORMAT_PREFIX=iInputFormat UNIFORM_IN_FPS_PREFIX=iInputFPS -UNIFORM_SEED_PREFIX=seed -UNIFORM_STATE_PREFIX=state -UNIFORM_TEX_PREFIX=tex -UNIFORM_SRC_PREFIX=midi +UNIFORM_SEED_PREFIX=iSeed +UNIFORM_STATE_PREFIX=iState +UNIFORM_TEX_PREFIX=iTex UNIFORM_PAGE=iPage UNIFORM_SELECTED=iSelected -UNIFORM_ACTIVE_PREFIX=active -UNIFORM_SRC_PREFIX=src +UNIFORM_ACTIVE_PREFIX=iActive +UNIFORM_MIDI_PREFIX=iMidi SUB_TYPE_COUNT=2 SUB_1_PREFIX=src_ diff --git a/shaders/frag0.glsl b/shaders/frag0.glsl index b8964cb..231b373 100644 --- a/shaders/frag0.glsl +++ b/shaders/frag0.glsl @@ -17,42 +17,42 @@ uniform int iDemo; uniform int iPage; uniform int iSelected; -uniform int seed1; -uniform int seed2; -uniform int seed3; -uniform int seed4; -uniform int seed5; -uniform int seed6; -uniform int seed7; -uniform int seed8; +uniform int iSeed1; +uniform int iSeed2; +uniform int iSeed3; +uniform int iSeed4; +uniform int iSeed5; +uniform int iSeed6; +uniform int iSeed7; +uniform int iSeed8; -uniform int state3; -uniform int state4; -uniform int state5; -uniform int state6; -uniform int state8; +uniform int iState3; +uniform int iState4; +uniform int iState5; +uniform int iState6; +uniform int iState8; -uniform int active1; -uniform int active2; +uniform int iActive1; +uniform int iActive2; -uniform vec3 src2_1[7]; -uniform vec3 src2_2[7]; -uniform vec3 src2_3[7]; -uniform vec3 src3_1[2]; +uniform vec3 iMidi2_1[7]; +uniform vec3 iMidi2_2[7]; +uniform vec3 iMidi2_3[7]; +uniform vec3 iMidi3_1[2]; // 2. textures // --------------- -uniform sampler2D tex0; -uniform sampler2D tex1; -uniform sampler2D tex2; -uniform sampler2D tex3; -uniform sampler2D tex4; -uniform sampler2D tex5; -uniform sampler2D tex6; -uniform sampler2D tex7; -uniform sampler2D tex8; -uniform sampler2D tex9; +uniform sampler2D iTex0; +uniform sampler2D iTex1; +uniform sampler2D iTex2; +uniform sampler2D iTex3; +uniform sampler2D iTex4; +uniform sampler2D iTex5; +uniform sampler2D iTex6; +uniform sampler2D iTex7; +uniform sampler2D iTex8; +uniform sampler2D iTex9; // 3. definitions // -------------- @@ -917,7 +917,7 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 // SRC 1: feedback + thru subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { - return src_thru(vUV, tex0, seed, b1, f1, b2, f2, b3, f3); + return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3); } // SRC 2 : lines @@ -1052,7 +1052,7 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // SRC 6 : video in 1 + thru subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { - return src_thru(vUV, tex3, seed, b1, f1, b2, f2, b3, f3); + return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3); } // SRC 7 : cp437 @@ -1148,7 +1148,7 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // logic - return texture(tex0, vUV); + return texture(iTex0, vUV); } // TODO SRC 10 @@ -1164,13 +1164,13 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // logic - return texture(tex0, vUV); + return texture(iTex0, vUV); } // SRC 11 : video in 2 + thru subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { - return src_thru(vUV, tex4, seed, b1, f1, b2, f2, b3, f3); + return src_thru(vUV, iTex4, seed, b1, f1, b2, f2, b3, f3); } // TODO SRC 12 @@ -1186,7 +1186,7 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // logic - return texture(tex0, vUV); + return texture(iTex0, vUV); } // TODO SRC 13 @@ -1202,7 +1202,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // logic - return texture(tex0, vUV); + return texture(iTex0, vUV); } // TODO SRC 14 @@ -1218,7 +1218,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // logic - return texture(tex0, vUV); + return texture(iTex0, vUV); } // TODO SRC 15 @@ -1234,7 +1234,7 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // logic - return texture(tex0, vUV); + return texture(iTex0, vUV); } // SRC 16 : debug @@ -1248,16 +1248,16 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 // inputs - int selected_srca = state3; - int selected_srcb = state4; - int selected_fxa = state5; - int selected_fxb = state6; - int selected_mfx = state8; - float fxa_value = magic(src2_1[6].xy, vec3(1, 0, 0), seed5); - float fxb_value = magic(src2_2[6].xy, vec3(1, 0, 0), seed6); - float mfx_value = magic(src2_3[6].xy, vec3(1, 0, 0), seed8); - float mix_value = magic(src3_1[1].xy, vec3(1, 0, 0), seed7); - bool mix_type = magic_trigger(vec3(src3_1[0].x, 0, 0), seed7 + 10); + int selected_srca = iState3; + int selected_srcb = iState4; + int selected_fxa = iState5; + int selected_fxb = iState6; + int selected_mfx = iState8; + float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5); + float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6); + float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8); + float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7); + bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10); // logic @@ -1310,11 +1310,11 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 f += iSelected == 8 ? h_rect(uv2, vec2(5, 0), vec2(1.2), 0.1) : 0; // show selected src/fx - f += active1 == 1 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0; - f += active1 == 2 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0; - f += active2 == 1 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0; - f += active2 == 2 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0; - f += active2 == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0; + f += iActive1 == 1 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0; + f += iActive1 == 2 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0; + f += iActive2 == 1 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0; + f += iActive2 == 2 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0; + f += iActive2 == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0; // show inputs / feedback float line_a_a = rect(uv2, vec2(-8, 2), vec2(2, 0.1)); diff --git a/shaders/frag1.glsl b/shaders/frag1.glsl index 9f62239..ae4fe17 100644 --- a/shaders/frag1.glsl +++ b/shaders/frag1.glsl @@ -10,8 +10,8 @@ uniform int iInputFormat1; void main() { if (iInputFormat1 == YUYV_FOURCC) { - fragColor = yuyvTex(tex1, vUV, int(iInputResolution1.x)); + fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x)); } else { - fragColor = texture(tex0, vUV); + fragColor = texture(iTex0, vUV); } } \ No newline at end of file diff --git a/shaders/frag10.glsl b/shaders/frag10.glsl index b9d7651..79a1de9 100644 --- a/shaders/frag10.glsl +++ b/shaders/frag10.glsl @@ -34,22 +34,22 @@ void main() { vec4 c = vec4(0); - c += s(uv2,1,2) * texture(tex5, uv2); - c += s(uv2,2,2) * texture(tex7, uv2); + c += s(uv2,1,2) * texture(iTex5, uv2); + c += s(uv2,2,2) * texture(iTex7, uv2); - c += s(uv2,1,1) * texture(tex6, uv2); - c += s(uv2,2,1) * texture(tex8, uv2); + c += s(uv2,1,1) * texture(iTex6, uv2); + c += s(uv2,2,1) * texture(iTex8, uv2); c += s(uv2,0,0) * src_16(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0)); - c += s(uv2,1,0) * texture(tex9, uv2); - c += s(uv2,2,0) * texture(tex0, uv2); + c += s(uv2,1,0) * texture(iTex9, uv2); + c += s(uv2,2,0) * texture(iTex0, uv2); float f = 0; float t = 0; if (iInputResolution1.x > 0) { - c += s(uv2,0,2) * texture(tex3, uv2); + c += s(uv2,0,2) * texture(iTex3, uv2); f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(-53,28), texts[0]); f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7)); @@ -58,7 +58,7 @@ void main() { } if (iInputResolution2.x > 0) { - c += s(uv2,0,1) * texture(tex4, uv2); + c += s(uv2,0,1) * texture(iTex4, uv2); f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(-53,8), texts[1]); f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7)); diff --git a/shaders/frag2.glsl b/shaders/frag2.glsl index db7701e..cc21e2c 100644 --- a/shaders/frag2.glsl +++ b/shaders/frag2.glsl @@ -10,8 +10,8 @@ uniform int iInputFormat2; void main() { if (iInputFormat2 == YUYV_FOURCC) { - fragColor = yuyvTex(tex2, vUV, int(iInputResolution2.x)); + fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x)); } else { - fragColor = texture(tex0, vUV); + fragColor = texture(iTex0, vUV); } } \ No newline at end of file diff --git a/shaders/frag3.glsl b/shaders/frag3.glsl index d760931..68caa17 100644 --- a/shaders/frag3.glsl +++ b/shaders/frag3.glsl @@ -5,8 +5,8 @@ in vec2 vUV; out vec4 fragColor; -uniform vec3 src1_1[6]; +uniform vec3 iMidi1_1[6]; void main() { - fragColor = src_stage(vUV, seed3, src1_1[0], src1_1[1].xy, src1_1[2], src1_1[3].xy, src1_1[4], src1_1[5].xy); + fragColor = src_stage(vUV, iSeed3, iMidi1_1[0], iMidi1_1[1].xy, iMidi1_1[2], iMidi1_1[3].xy, iMidi1_1[4], iMidi1_1[5].xy); } \ No newline at end of file diff --git a/shaders/frag4.glsl b/shaders/frag4.glsl index 5d7e5c0..5c47eb5 100644 --- a/shaders/frag4.glsl +++ b/shaders/frag4.glsl @@ -5,8 +5,8 @@ in vec2 vUV; out vec4 fragColor; -uniform vec3 src1_2[6]; +uniform vec3 iMidi1_2[6]; void main() { - fragColor = src_stage(vUV, seed4, src1_2[0], src1_2[1].xy, src1_2[2], src1_2[3].xy, src1_2[4], src1_2[5].xy); + fragColor = src_stage(vUV, iSeed4, iMidi1_2[0], iMidi1_2[1].xy, iMidi1_2[2], iMidi1_2[3].xy, iMidi1_2[4], iMidi1_2[5].xy); } \ No newline at end of file diff --git a/shaders/frag5.glsl b/shaders/frag5.glsl index 5b36ba8..5e8086c 100644 --- a/shaders/frag5.glsl +++ b/shaders/frag5.glsl @@ -8,5 +8,5 @@ in vec2 vUV; out vec4 fragColor; void main() { - fragColor = fx_stage(vUV, tex5, tex7, seed5, src2_1[0], src2_1[1].xy, src2_1[2], src2_1[3].xy, src2_1[4], src2_1[5].xy, src2_1[6].xy); + fragColor = fx_stage(vUV, iTex5, iTex7, iSeed5, iMidi2_1[0], iMidi2_1[1].xy, iMidi2_1[2], iMidi2_1[3].xy, iMidi2_1[4], iMidi2_1[5].xy, iMidi2_1[6].xy); } \ No newline at end of file diff --git a/shaders/frag6.glsl b/shaders/frag6.glsl index 7617b2a..7b40551 100644 --- a/shaders/frag6.glsl +++ b/shaders/frag6.glsl @@ -8,5 +8,5 @@ in vec2 vUV; out vec4 fragColor; void main() { - fragColor = fx_stage(vUV, tex6, tex8, seed6, src2_2[0], src2_2[1].xy, src2_2[2], src2_2[3].xy, src2_2[4], src2_2[5].xy, src2_2[6].xy); + fragColor = fx_stage(vUV, iTex6, iTex8, iSeed6, iMidi2_2[0], iMidi2_2[1].xy, iMidi2_2[2], iMidi2_2[3].xy, iMidi2_2[4], iMidi2_2[5].xy, iMidi2_2[6].xy); } \ No newline at end of file diff --git a/shaders/frag7.glsl b/shaders/frag7.glsl index 45c4a31..8f4b2d2 100644 --- a/shaders/frag7.glsl +++ b/shaders/frag7.glsl @@ -8,11 +8,11 @@ in vec2 vUV; out vec4 fragColor; void main() { - float mix_value = magic(src3_1[1].xy, vec3(1, 0, 0), seed7); - bool mix_type = magic_trigger(vec3(src3_1[0].x, 0, 0), seed7 + 10); + float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7); + bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10); - vec4 color_a = texture(tex7, vUV); - vec4 color_b = texture(tex8, vUV); + vec4 color_a = texture(iTex7, vUV); + vec4 color_b = texture(iTex8, vUV); float k = mean(color_a); diff --git a/shaders/frag8.glsl b/shaders/frag8.glsl index 892b334..5e68c2c 100644 --- a/shaders/frag8.glsl +++ b/shaders/frag8.glsl @@ -8,11 +8,11 @@ in vec2 vUV; out vec4 fragColor; void main() { - vec4 color = fx_stage(vUV, tex9, tex0, seed8, src2_3[0], src2_3[1].xy, src2_3[2], src2_3[3].xy, src2_3[4], src2_3[5].xy, src2_3[6].xy); + vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iMidi2_3[0], iMidi2_3[1].xy, iMidi2_3[2], iMidi2_3[3].xy, iMidi2_3[4], iMidi2_3[5].xy, iMidi2_3[6].xy); - color = mix(color, vec4(0), src3_1[0].y); + color = mix(color, vec4(0), iMidi3_1[0].y); - color = mix(color, 1 - color, src3_1[0].z); + color = mix(color, 1 - color, iMidi3_1[0].z); fragColor = color; } \ No newline at end of file diff --git a/shaders/frag9.glsl b/shaders/frag9.glsl index a45824a..8316f91 100644 --- a/shaders/frag9.glsl +++ b/shaders/frag9.glsl @@ -5,5 +5,5 @@ in vec2 vUV; out vec4 fragColor; void main() { - fragColor = texture(tex0, vUV); + fragColor = texture(iTex0, vUV); } \ No newline at end of file diff --git a/src/shaders.c b/src/shaders.c index 2002a4b..a54d994 100644 --- a/src/shaders.c +++ b/src/shaders.c @@ -293,14 +293,14 @@ static void init_single_program(ShaderProgram *program, unsigned int i, glGetUniformLocation(program->programs[i], name); } - prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "seed"); + prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "iSeed"); for (j = 0; j < program->frag_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->iseed_locations[i * program->frag_count + j] = glGetUniformLocation(program->programs[i], name); } - prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state"); + prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "iState"); for (j = 0; j < program->frag_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->istate_locations[i * program->frag_count + j] = @@ -319,7 +319,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i, } } - prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "active"); + prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "iActive"); for (j = 0; j < program->active_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->iactive_locations[i * program->active_count + j] = @@ -337,7 +337,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i, program->src_lengths.length = index1; } - prefix = config_file_get_str(config, "UNIFORM_SRC_PREFIX", "src"); + prefix = config_file_get_str(config, "UNIFORM_MIDI_PREFIX", "iMidi"); index2 = 0; for (j = 0; j < state_config.src_active_counts.length; j++) { for (k = 0; k < state_config.src_active_counts.values[j]; k++) { @@ -348,7 +348,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i, } // create texX uniforms pointer - prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "tex"); + prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "iTex"); for (j = 0; j < program->tex_count; j++) { sprintf(name, "%s%d", prefix, j); program->textures_locations[i * program->tex_count + j] =