flatten state
This commit is contained in:
+3
-2
@@ -33,10 +33,11 @@ FRAG_7_OUT=9
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FRAG_8_OUT=0
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# TODO not like that
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SUB_TYPE_COUNT=3
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SUB_TYPE_COUNT=2
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SUB_1_PREFIX=src_
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SUB_2_PREFIX=fx_
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SUB_3_PREFIX=mix_
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# TODO remove
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SUB_VARIANT_COUNT=15
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# MIDI
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+13
-132
@@ -24,12 +24,12 @@ uniform int seed6;
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uniform int seed7;
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uniform int seed8;
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uniform int state3_1;
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uniform int state4_1;
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uniform int state5_2;
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uniform int state6_2;
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uniform int state7_3;
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uniform int state8_2;
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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 state7;
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uniform int state8;
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// 2. textures
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// ---------------
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@@ -1243,16 +1243,16 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
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int page = 0; // TODO debug page
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int selected_src = 0; // TODO debug selected
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int selected_fx = 0; // TODO debug selected
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int selected_srca = state3_1;
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int selected_srcb = state4_1;
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int selected_fxa = state5_2;
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int selected_fxb = state6_2;
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int selected_mfx = state8_2;
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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(seed5);
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float fxb_value = magic(seed6);
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float mfx_value = magic(seed8);
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float mix_value = magic(seed7);
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int mix_type = state7_3 % 2;
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bool mix_type = magic_trigger(seed7 + 10);
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// logic
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@@ -1342,7 +1342,7 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
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f = mix(f, 1 - f, rect(uv2, vec2(-2, -2.9 + 0.9 * mfx_value), vec2(0.9, 0.9 * mfx_value)));
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// show mix
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f += char_at(uv2, vec2(1.55, -0.6), mix_type > 0 ? 0x4B : 0x4D);
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f += char_at(uv2, vec2(1.55, -0.6), mix_type ? 0x4B : 0x4D);
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f = mix(f, 1 - f, rect(uv2, vec2(2, -0.9 + 0.9 * mix_value), vec2(0.9, 0.9 * mix_value)));
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// show debug info
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@@ -1819,125 +1819,6 @@ subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feed
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return vec4(mix(c0, c, fx), 1.0);
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}
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// 7. mix
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// ----------
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subroutine vec4 mix_stage_sub(vec2 vUV, sampler2D tex_a, sampler2D tex_a, int seed);
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subroutine uniform mix_stage_sub mix_stage;
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// MIX 1 : mix
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subroutine(mix_stage_sub) vec4 mix_1(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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// start
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vec2 uv0 = vUV.st;
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// controls
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float mix_src = magic(seed);
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// logic
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vec4 color_a = texture(ta, vUV);
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vec4 color_b = texture(tb, vUV);
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return mix(color_b, color_a, mix_src);
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}
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// MIX 2 : luminance key
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subroutine(mix_stage_sub) vec4 mix_2(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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// start
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vec2 uv0 = vUV.st;
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// controls
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float mix_src = magic(seed);
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// logic
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vec4 color_a = texture(ta, vUV);
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vec4 color_b = texture(tb, vUV);
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float k = mean(color_a);
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return mix(color_b, color_a, step(mix_src, k));
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}
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// alternate mix 1 / 2 for random selection
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subroutine(mix_stage_sub) vec4 mix_3(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_1(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_4(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_5(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_1(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_6(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_7(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_1(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_8(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_9(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_1(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_10(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_11(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_1(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_12(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_13(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_1(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_14(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_15(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_1(vUV, ta, tb, seed);
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}
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subroutine(mix_stage_sub) vec4 mix_16(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
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{
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return mix_2(vUV, ta, tb, seed);
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}
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const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
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const int YUYV_FOURCC = 1448695129;
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+8
-6
@@ -34,11 +34,9 @@ void main() {
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vec4 c = vec4(0);
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c += s(uv2,0,2) * texture(tex3, uv2);
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c += s(uv2,1,2) * texture(tex5, uv2);
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c += s(uv2,2,2) * texture(tex7, uv2);
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c += s(uv2,0,1) * texture(tex4, uv2);
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c += s(uv2,1,1) * texture(tex6, uv2);
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c += s(uv2,2,1) * texture(tex8, uv2);
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@@ -49,16 +47,20 @@ void main() {
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float f = 0;
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float t = 0;
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f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,28), texts[0]);
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if (iInputResolution1.x > 0) {
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c += s(uv2,0,2) * texture(tex3, uv2);
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f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,28), texts[0]);
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f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(-53,26), iInputFPS1, 2);
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t += write_5(uv3, vec2(-50.5,26), texts[8]);
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}
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f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,8), texts[1]);
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if (iInputResolution2.x > 0) {
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c += s(uv2,0,1) * texture(tex4, uv2);
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f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,8), texts[1]);
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f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(-53,6), iInputFPS2, 2);
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t += write_5(uv3, vec2(-50.5,6), texts[8]);
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+9
-1
@@ -8,5 +8,13 @@ in vec2 vUV;
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out vec4 fragColor;
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void main() {
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fragColor = mix_stage(vUV, tex7, tex8, seed7);
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float mix_src = magic(seed7);
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bool key = magic_trigger(seed7 + 10);
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vec4 color_a = texture(tex7, vUV);
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vec4 color_b = texture(tex8, vUV);
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float k = mean(color_a);
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fragColor = mix(color_b, color_a, key ? step(mix_src, k) : mix_src);
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}
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+6
-3
@@ -51,11 +51,12 @@ static void compute_fps() {
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}
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}
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// TODO put in state file
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static void randomize_context_state() {
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unsigned int i;
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for (i = 0; i < program.frag_count * program.sub_type_count; i++) {
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context->sub_state[i] = rand_uint(program.sub_variant_count);
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for (i = 0; i < program.frag_count; i++) {
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context->state[i] = rand_uint(program.sub_variant_count);
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}
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}
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static void init_context(Parameters params) {
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@@ -65,7 +66,7 @@ static void init_context(Parameters params) {
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context->demo = params.demo;
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context->monitor = params.monitor;
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memset(context->sub_state, 0, sizeof(context->sub_state));
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memset(context->state, 0, sizeof(context->state));
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if (params.demo) {
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randomize_context_state();
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@@ -215,6 +216,7 @@ static void key_callback(Window *window, int key,
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static void midi_callback(unsigned char code, float value) {
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log_debug("midi: %d %.2f", code, value);
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midi_write(midi, code, value);
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// TODO treat in state file
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}
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static void loop(bool hr) {
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@@ -307,6 +309,7 @@ void forge_run(Parameters params) {
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init_context(params);
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if (program.error) {
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context->stop = true;
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window_terminate();
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exit(EXIT_FAILURE);
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}
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+9
-15
@@ -300,13 +300,9 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state");
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for (j = 0; j < program->frag_count; j++) {
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for (k = 0; k < program->sub_type_count; k++) {
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sprintf(name, "%s%d_%d", prefix, j + 1, k + 1);
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program
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->istate_locations[i * program->frag_count * program->sub_type_count +
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j * program->sub_type_count + k] =
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glGetUniformLocation(program->programs[i], name);
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}
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sprintf(name, "%s%d", prefix, j + 1);
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program->istate_locations[i * program->frag_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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for (j = 0; j < program->sub_type_count; j++) {
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@@ -510,18 +506,16 @@ static void use_program(ShaderProgram program, int i, bool output,
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}
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// set subroutines for fragment and update state uniforms
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k = context->state[i];
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for (j = 0; j < program.sub_type_count; j++) {
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k = context->sub_state[i * program.sub_type_count + j];
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subroutines[j] = program.sub_locations[i * program.sub_type_count *
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program.sub_variant_count +
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j * program.sub_variant_count + k];
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for (k = 0; k < program.frag_count; k++) {
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glUniform1i(
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program.istate_locations[i * program.frag_count *
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program.sub_type_count +
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k * program.sub_type_count + j],
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(const GLint)context->sub_state[k * program.sub_type_count + j]);
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}
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}
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for (j = 0; j < program.frag_count; j++) {
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glUniform1i(program.istate_locations[i * program.frag_count + j],
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(const GLint)context->state[j]);
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}
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
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+1
-1
@@ -125,7 +125,7 @@ typedef struct SharedContext {
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double time;
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unsigned int fps;
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float tempo;
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unsigned int sub_state[MAX_FRAG * MAX_FRAG];
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unsigned int state[MAX_FRAG];
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bool demo;
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unsigned int seeds[MAX_FRAG];
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bool monitor;
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