wip shader config
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+19
-19
@@ -855,13 +855,13 @@ subroutine vec4 src_stage_sub(vec2 vUV);
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subroutine uniform src_stage_sub src_stage;
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subroutine(src_stage_sub) vec4 src_0(vec2 vUV)
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subroutine(src_stage_sub) vec4 src_1(vec2 vUV)
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{
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// TODO tmp
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return vec4(vUV, 0.0, 0.0);
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}
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subroutine(src_stage_sub) vec4 src_1(vec2 vUV)
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subroutine(src_stage_sub) vec4 src_2(vec2 vUV)
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{
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// TODO tmp
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vec2 uv0 = vUV.st;
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@@ -873,7 +873,7 @@ subroutine(src_stage_sub) vec4 src_1(vec2 vUV)
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return mix(color, gauss(tex0, vUV - 0.01) * 0.5, f);
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}
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subroutine(src_stage_sub) vec4 src_2(vec2 vUV)
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subroutine(src_stage_sub) vec4 src_3(vec2 vUV)
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{
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const int text[5] = {0x66, 0x70, 0x73, 0x00, 0x00};
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vec2 uv0 = vUV.st;
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@@ -890,12 +890,6 @@ subroutine(src_stage_sub) vec4 src_2(vec2 vUV)
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return vec4(v);
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}
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subroutine(src_stage_sub) vec4 src_3(vec2 vUV)
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{
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// TODO tmp
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return vec4(vUV, 0.0, 0.0);
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}
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subroutine(src_stage_sub) vec4 src_4(vec2 vUV)
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{
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// TODO tmp
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@@ -968,6 +962,12 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV)
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return vec4(vUV, 0.0, 0.0);
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}
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subroutine(src_stage_sub) vec4 src_16(vec2 vUV)
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{
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// TODO tmp
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return vec4(vUV, 0.0, 0.0);
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}
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// 6. effects
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// ----------
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@@ -975,22 +975,16 @@ subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback);
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subroutine uniform fx_stage_sub fx_stage;
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subroutine(fx_stage_sub) vec4 fx_0(vec2 vUV, sampler2D previous, sampler2D feedback)
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{
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// TODO tmp
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return texture(previous, vUV);
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}
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subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback)
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{
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// TODO tmp
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return gauss(previous, vUV);
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return texture(previous, vUV);
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}
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subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback)
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{
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// TODO tmp
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return texture(previous, vUV);
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return gauss(previous, vUV);
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}
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subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback)
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@@ -1071,6 +1065,12 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed
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return texture(previous, vUV);
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}
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subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feedback)
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{
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// TODO tmp
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return texture(previous, vUV);
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}
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// 7. mix
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// ----------
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@@ -1078,7 +1078,7 @@ subroutine vec4 mix_stage_sub(vec2 vUV, sampler2D tex_a, sampler2D tex_a, float
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subroutine uniform mix_stage_sub mix_stage;
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subroutine(mix_stage_sub) vec4 mix_0(vec2 vUV, sampler2D ta, sampler2D tb, float lvl)
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subroutine(mix_stage_sub) vec4 mix_1(vec2 vUV, sampler2D ta, sampler2D tb, float lvl)
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{
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vec4 color_a = texture(ta, vUV);
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vec4 color_b = texture(tb, vUV);
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@@ -1086,7 +1086,7 @@ subroutine(mix_stage_sub) vec4 mix_0(vec2 vUV, sampler2D ta, sampler2D tb, float
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return color_a + color_b;// TODOmix(color_b, color_a, lvl);
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}
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subroutine(mix_stage_sub) vec4 mix_1(vec2 vUV, sampler2D ta, sampler2D tb, float lvl)
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subroutine(mix_stage_sub) vec4 mix_2(vec2 vUV, sampler2D ta, sampler2D tb, float lvl)
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{
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vec4 color_a = texture(ta, vUV);
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vec4 color_b = texture(tb, vUV);
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