refactor(glsl): rename uniforms as iXxx
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+53
-53
@@ -17,42 +17,42 @@ uniform int iDemo;
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uniform int iPage;
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uniform int iSelected;
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uniform int seed1;
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uniform int seed2;
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uniform int seed3;
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uniform int seed4;
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uniform int seed5;
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uniform int seed6;
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uniform int seed7;
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uniform int seed8;
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uniform int iSeed1;
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uniform int iSeed2;
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uniform int iSeed3;
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uniform int iSeed4;
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uniform int iSeed5;
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uniform int iSeed6;
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uniform int iSeed7;
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uniform int iSeed8;
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uniform int state3;
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uniform int state4;
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uniform int state5;
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uniform int state6;
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uniform int state8;
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uniform int iState3;
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uniform int iState4;
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uniform int iState5;
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uniform int iState6;
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uniform int iState8;
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uniform int active1;
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uniform int active2;
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uniform int iActive1;
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uniform int iActive2;
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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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uniform vec3 iMidi2_1[7];
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uniform vec3 iMidi2_2[7];
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uniform vec3 iMidi2_3[7];
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uniform vec3 iMidi3_1[2];
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// 2. textures
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// ---------------
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex3;
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uniform sampler2D tex4;
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uniform sampler2D tex5;
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uniform sampler2D tex6;
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uniform sampler2D tex7;
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uniform sampler2D tex8;
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uniform sampler2D tex9;
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uniform sampler2D iTex0;
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uniform sampler2D iTex1;
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uniform sampler2D iTex2;
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uniform sampler2D iTex3;
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uniform sampler2D iTex4;
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uniform sampler2D iTex5;
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uniform sampler2D iTex6;
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uniform sampler2D iTex7;
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uniform sampler2D iTex8;
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uniform sampler2D iTex9;
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// 3. definitions
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// --------------
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@@ -917,7 +917,7 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
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// SRC 1: feedback + thru
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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, b1, f1, b2, f2, b3, f3);
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return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 2 : lines
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@@ -1052,7 +1052,7 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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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, 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, b1, f1, b2, f2, b3, f3);
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return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 7 : cp437
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@@ -1148,7 +1148,7 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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// TODO SRC 10
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@@ -1164,13 +1164,13 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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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, 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, b1, f1, b2, f2, b3, f3);
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return src_thru(vUV, iTex4, seed, b1, f1, b2, f2, b3, f3);
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}
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// TODO SRC 12
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@@ -1186,7 +1186,7 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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// TODO SRC 13
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@@ -1202,7 +1202,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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// TODO SRC 14
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@@ -1218,7 +1218,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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// TODO SRC 15
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@@ -1234,7 +1234,7 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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// SRC 16 : debug
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@@ -1248,16 +1248,16 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// inputs
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int selected_srca = state3;
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int selected_srcb = state4;
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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(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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int selected_srca = iState3;
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int selected_srcb = iState4;
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int selected_fxa = iState5;
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int selected_fxb = iState6;
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int selected_mfx = iState8;
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float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5);
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float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6);
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float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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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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@@ -1310,11 +1310,11 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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f += iSelected == 8 ? h_rect(uv2, vec2(5, 0), vec2(1.2), 0.1) : 0;
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// show selected src/fx
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f += active1 == 1 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0;
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f += active1 == 2 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0;
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f += active2 == 1 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0;
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f += active2 == 2 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0;
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f += active2 == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0;
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f += iActive1 == 1 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0;
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f += iActive1 == 2 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0;
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f += iActive2 == 1 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0;
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f += iActive2 == 2 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0;
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f += iActive2 == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0;
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// show inputs / feedback
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float line_a_a = rect(uv2, vec2(-8, 2), vec2(2, 0.1));
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