refactor(glsl): rename uniforms as iXxx

This commit is contained in:
2025-11-01 18:23:13 +01:00
parent e7ad7fabb5
commit a44f701e45
13 changed files with 89 additions and 90 deletions
+53 -53
View File
@@ -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));