out and monitor in defined shaders
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@@ -0,0 +1,9 @@
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// OUT
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// ---
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in vec2 vUV;
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out vec4 fragColor;
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void main() {
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fragColor = texture(tex0, vUV);
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}
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@@ -0,0 +1,23 @@
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// MONITOR
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// ---
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in vec2 vUV;
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out vec4 fragColor;
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float s(vec2 uv, float x0, float y0) {
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return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) *
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step(-y0 - 1, -uv.y);
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}
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void main() {
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vec2 uv = vUV * 3;
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fragColor = vec4(0);
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fragColor += s(uv,0,2) * texture(tex1, uv);
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fragColor += s(uv,1,2) * texture(tex2, uv);
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fragColor += s(uv,2,2) * texture(tex3, uv);
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fragColor += s(uv,0,1) * texture(tex4, uv);
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fragColor += s(uv,1,1) * texture(tex5, uv);
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fragColor += s(uv,2,1) * texture(tex6, uv);
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fragColor += s(uv,0.5,0) * texture(tex7, uv-vec2(0.5,0));
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fragColor += s(uv,1.5,0) * texture(tex0, uv-vec2(0.5,0));
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}
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+3
-1
@@ -3,7 +3,9 @@ UNIFORM_TEMPO=iTempo
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UNIFORM_FPS=iFPS
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UNIFORM_RESOLUTION=iResolution
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FRAG_COUNT=6
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FRAG_COUNT=8
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FRAG_OUT=7
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FRAG_MONITOR=8
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SUB_TYPE_COUNT=3
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SUB_1_PREFIX=src_
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