feat: auto random
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@@ -35,6 +35,8 @@ UNIFORM_FPS=iFPS
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UNIFORM_IN_FPS_PREFIX=iInputFPS
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# 0/1 if demo
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UNIFORM_DEMO=iDemo
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# 0/1 if auto random
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UNIFORM_AUTORAND=iAutoRand
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# Current page
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UNIFORM_PAGE=iPage
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# Current selected shader
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+9
-2
@@ -17,6 +17,7 @@ uniform vec2 iInputResolution2;
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uniform int iInputFormat1;
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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 iPage;
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uniform int iSelected;
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@@ -1265,12 +1266,13 @@ 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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const int texts[5][5] = {
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const int texts[6][5] = {
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{0x46, 0x50, 0x53, 0x00, 0x00}, // FPS
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{0x54, 0x45, 0x4D, 0x50, 0x4F}, // TEMPO
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{0x54, 0x49, 0x4D, 0x45, 0x00}, // TIME
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{0x44, 0x45, 0x4D, 0x4F, 0x00}, // DEMO
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{0x4C, 0x49, 0x56, 0x45, 0x00}, // LIVE
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{0x2B, 0x52, 0x41, 0x4E, 0x44}, // +RAND
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};
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vec2 uv2 = uv1;
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@@ -1384,7 +1386,12 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2);
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f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4));
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f += write_5(uv3, vec2(-2,-15), iDemo > 0 ? texts[3] : texts[4]);
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if (iAutoRand > 0) {
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f += write_5(uv3, vec2(-4,-15), iDemo > 0 ? texts[3] : texts[4]);
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f += write_5(uv3, vec2(0,-15), texts[5]);
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} else {
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f += write_5(uv3, vec2(-2,-15), iDemo > 0 ? texts[3] : texts[4]);
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}
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return vec4(f);
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}
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