out and monitor in defined shaders
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@@ -13,45 +13,6 @@ static char *vertex_shader_text =
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"{\n"
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" gl_Position = mvp * vec4(vPos, 0.0, 1.0);\n"
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" vUV = vPos;\n"
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"}\n";
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static char *output_shader_text = "#version 460\n"
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"in vec2 vUV;\n"
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"out vec4 fragColor;\n"
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"uniform sampler2D tex0;\n"
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"void main()\n"
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"{\n"
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" fragColor = texture(tex0, vUV);\n"
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"}";
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// TODO monitor should have special shader to use full capacity
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static char *monitor_shader_text =
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"#version 460\n"
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex1;\n"
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"uniform sampler2D tex2;\n"
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"uniform sampler2D tex3;\n"
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"uniform sampler2D tex4;\n"
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"uniform sampler2D tex5;\n"
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"uniform sampler2D tex6;\n"
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"uniform sampler2D tex7;\n"
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"in vec2 vUV;\n"
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"out vec4 fragColor;\n"
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"float s(vec2 uv, float x0, float y0) {\n"
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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);\n"
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"}\n"
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"void main() {\n"
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" vec2 uv = vUV * 3;\n"
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" fragColor = vec4(0);\n"
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" fragColor += s(uv,0,2) * texture(tex1, uv);\n"
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" fragColor += s(uv,1,2) * texture(tex2, uv);\n"
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" fragColor += s(uv,2,2) * texture(tex3, uv);\n"
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" fragColor += s(uv,0,1) * texture(tex4, uv);\n"
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" fragColor += s(uv,1,1) * texture(tex5, uv);\n"
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" fragColor += s(uv,2,1) * texture(tex6, uv);\n"
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" fragColor += s(uv,0.5,0) * texture(tex7, uv-vec2(0.5,0));\n"
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" fragColor += s(uv,1.5,0) * texture(tex0, uv-vec2(0.5,0));\n"
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"}";
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static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
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