feat: double buffered video input
This commit is contained in:
@@ -51,6 +51,8 @@ UNIFORM_STATE_PREFIX=iState
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UNIFORM_ACTIVE_PREFIX=iActive
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# Input X format raw integer value
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UNIFORM_IN_FORMAT_PREFIX=iInputFormat
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# Input X should use swap texture or not (0/1)
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UNIFORM_IN_SWAP_PREFIX=iInputSwap
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# --- uniform vec2 ---
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@@ -93,7 +95,7 @@ SUB_2_PREFIX=fx_
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# Total number of internal textures
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TEX_COUNT=10
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TEX_COUNT=12
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# === VIDEO DEVICES
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# Video devices will be read from CLI arguments
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@@ -104,10 +106,12 @@ IN_COUNT=2
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# To which texture will be bound video device X
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IN_1_OUT=1
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IN_2_OUT=2
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# To which texture will be bound swap buffers (for double-buffering)
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IN_1_SWAP_OUT=3
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IN_2_SWAP_OUT=4
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# === FRAGMENT SHADERS
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# Fragment shaders will be read from the CLI directory as "fragX.glsl"
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# Special shader "frag0.glsl" will be prepend to each one
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# Prefix of fragment shaders to detect
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FRAG_FILE_PREFIX=frag
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@@ -116,13 +120,13 @@ FRAG_FILE_PREFIX=frag
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FRAG_COUNT=10
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# To which texture will the shader fragX.glsl will render to
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FRAG_1_OUT=3
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FRAG_2_OUT=4
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FRAG_3_OUT=5
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FRAG_4_OUT=6
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FRAG_5_OUT=7
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FRAG_6_OUT=8
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FRAG_7_OUT=9
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FRAG_1_OUT=5
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FRAG_2_OUT=6
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FRAG_3_OUT=7
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FRAG_4_OUT=8
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FRAG_5_OUT=9
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FRAG_6_OUT=10
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FRAG_7_OUT=11
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FRAG_8_OUT=0
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# Which fragment shader renders to output window
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FRAG_OUTPUT=9
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+9
-5
@@ -2,8 +2,8 @@
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// VIDEO 1
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// -----------
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// IN: 1 (RAW IN A)
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// OUT: 3 (IN A)
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// IN: 1+3 (RAW IN A)
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// OUT: 5 (IN A)
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in vec2 vUV;
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out vec4 fragColor;
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@@ -12,14 +12,18 @@ out vec4 fragColor;
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uniform sampler2D iTex0;
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uniform sampler2D iTex1;
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uniform sampler2D iTex3;
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uniform int iInputFormat1;
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uniform int iInputSwap1;
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uniform vec2 iInputResolution1;
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void main() {
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if (iInputFormat1 == YUYV_FOURCC) {
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fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
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} else if (iInputResolution1.x > 0) {
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fragColor = texture(iTex1, vUV);
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if (iInputSwap1 > 0) {
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fragColor = yuyvTex(iTex3, vUV, int(iInputResolution1.x));
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} else {
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fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
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}
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} else {
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fragColor = texture(iTex0, vUV);
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}
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+9
-11
@@ -9,15 +9,13 @@ out vec4 fragColor;
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#include inc_debug.glsl
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uniform sampler2D iTex0;
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uniform sampler2D iTex1;
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uniform sampler2D iTex2;
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uniform sampler2D iTex3;
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uniform sampler2D iTex4;
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uniform sampler2D iTex5;
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uniform sampler2D iTex6;
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uniform sampler2D iTex7;
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uniform sampler2D iTex8;
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uniform sampler2D iTex9;
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uniform sampler2D iTex10;
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uniform sampler2D iTex11;
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uniform int iFPS;
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uniform int iInputFPS1;
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uniform int iInputFPS2;
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@@ -52,14 +50,14 @@ void main() {
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vec4 c = vec4(0);
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c += s(uv2,1,2) * texture(iTex5, uv2);
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c += s(uv2,2,2) * texture(iTex7, uv2);
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c += s(uv2,1,2) * texture(iTex7, uv2);
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c += s(uv2,2,2) * texture(iTex9, uv2);
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c += s(uv2,1,0) * texture(iTex6, uv2);
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c += s(uv2,2,0) * texture(iTex8, uv2);
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c += s(uv2,1,0) * texture(iTex8, uv2);
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c += s(uv2,2,0) * texture(iTex10, uv2);
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c += s(uv2,0,1) * debug(mod(uv2, 1));
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c += s(uv2,1,1) * texture(iTex9, uv2);
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c += s(uv2,1,1) * texture(iTex11, uv2);
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c += s(uv2,2,1) * texture(iTex0, uv2);
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float sel = 0;
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@@ -79,7 +77,7 @@ void main() {
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t += write_5(uv3, vec2(-37,28), texts[0]);
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if (iInputResolution1.x > 0) {
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c += s(uv2,0,2) * texture(iTex3, uv2);
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c += s(uv2,0,2) * texture(iTex5, uv2);
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f += rect(uv3, vec2(-35, 26.75), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(-37.6,26.1), iInputFPS1, 2);
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t += write_5(uv3, vec2(-35.1,26.1), texts[8]);
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@@ -92,7 +90,7 @@ void main() {
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t += write_5(uv3, vec2(-37,-12), texts[1]);
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if (iInputResolution2.x > 0) {
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c += s(uv2,0,0) * texture(iTex4, uv2);
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c += s(uv2,0,0) * texture(iTex6, uv2);
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f += rect(uv3, vec2(-35, -13.25), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(-37.6,-13.9), iInputFPS2, 2);
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t += write_5(uv3, vec2(-35.1,-13.9), texts[8]);
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+9
-5
@@ -2,8 +2,8 @@
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// VIDEO 2
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// -----------
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// IN: 2 (RAW IN B)
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// OUT: 4 (IN B)
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// IN: 2+4 (RAW IN B)
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// OUT: 6 (IN B)
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in vec2 vUV;
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out vec4 fragColor;
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@@ -12,14 +12,18 @@ out vec4 fragColor;
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uniform sampler2D iTex0;
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uniform sampler2D iTex2;
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uniform sampler2D iTex4;
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uniform int iInputFormat2;
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uniform int iInputSwap2;
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uniform vec2 iInputResolution2;
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void main() {
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if (iInputFormat2 == YUYV_FOURCC) {
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fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x));
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} else if (iInputResolution2.x > 0) {
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fragColor = texture(iTex2, vUV);
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if (iInputSwap2 > 0) {
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fragColor = yuyvTex(iTex4, vUV, int(iInputResolution2.x));
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} else {
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fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x));
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}
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} else {
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fragColor = texture(iTex0, vUV);
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}
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+1
-1
@@ -3,7 +3,7 @@
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// SRC A
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// -----------
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// OUT: 5 (FX A)
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// OUT: 7 (FX A)
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in vec2 vUV;
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out vec4 fragColor;
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+1
-1
@@ -2,7 +2,7 @@
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// SRC B
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// -----------
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// OUT: 6 (FX B)
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// OUT: 8 (FX B)
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in vec2 vUV;
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out vec4 fragColor;
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+5
-5
@@ -2,20 +2,20 @@
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// FX A
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// -------------
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// IN: 5 (SRC A)
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// IN: 7 (FX A)
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// OUT: 7 (A+B)
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// IN: 7 (SRC A)
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// IN: 9 (FX A)
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// OUT: 9 (A+B)
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in vec2 vUV;
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out vec4 fragColor;
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#include inc_fx.glsl
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uniform sampler2D iTex5;
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uniform sampler2D iTex7;
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uniform sampler2D iTex9;
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uniform int iSeed5;
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uniform vec3 iMidi2_1[7];
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void main() {
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fragColor = fx_stage(vUV, iTex5, iTex7, iSeed5, iMidi2_1[0], iMidi2_1[1].xy, iMidi2_1[2], iMidi2_1[3].xy, iMidi2_1[4], iMidi2_1[5].xy, iMidi2_1[6]);
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fragColor = fx_stage(vUV, iTex7, iTex9, iSeed5, iMidi2_1[0], iMidi2_1[1].xy, iMidi2_1[2], iMidi2_1[3].xy, iMidi2_1[4], iMidi2_1[5].xy, iMidi2_1[6]);
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}
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+5
-5
@@ -2,20 +2,20 @@
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// FX B
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// -------------
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// IN: 6 (SRC B)
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// IN: 8 (FX B)
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// OUT: 8 (A+B)
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// IN: 8 (SRC B)
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// IN: 10 (FX B)
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// OUT: 10 (A+B)
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in vec2 vUV;
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out vec4 fragColor;
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#include inc_fx.glsl
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uniform sampler2D iTex6;
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uniform sampler2D iTex8;
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uniform sampler2D iTex10;
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uniform int iSeed6;
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uniform vec3 iMidi2_2[7];
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void main() {
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fragColor = fx_stage(vUV, iTex6, iTex8, iSeed6, iMidi2_2[0], iMidi2_2[1].xy, iMidi2_2[2], iMidi2_2[3].xy, iMidi2_2[4], iMidi2_2[5].xy, iMidi2_2[6]);
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fragColor = fx_stage(vUV, iTex8, iTex10, iSeed6, iMidi2_2[0], iMidi2_2[1].xy, iMidi2_2[2], iMidi2_2[3].xy, iMidi2_2[4], iMidi2_2[5].xy, iMidi2_2[6]);
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}
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+7
-7
@@ -2,9 +2,9 @@
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// A+B
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// ------------
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// IN: 7 (FX A)
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// IN: 8 (FX B)
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// OUT: 9 (MFX)
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// IN: 9 (FX A)
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// IN: 10 (FX B)
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// OUT: 11 (MFX)
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in vec2 vUV;
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out vec4 fragColor;
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@@ -13,8 +13,8 @@ out vec4 fragColor;
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#include inc_functions.glsl
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uniform int iDemo;
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uniform sampler2D iTex7;
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uniform sampler2D iTex8;
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uniform sampler2D iTex9;
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uniform sampler2D iTex10;
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uniform int iSeed7;
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uniform vec3 iMidi3_1[2];
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@@ -22,8 +22,8 @@ void main() {
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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vec4 color_a = texture(iTex7, vUV);
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vec4 color_b = texture(iTex8, vUV);
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vec4 color_a = texture(iTex9, vUV);
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vec4 color_b = texture(iTex10, vUV);
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float k = mean(color_a);
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+3
-3
@@ -2,7 +2,7 @@
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// MFX
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// ------------
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// IN: 9 (A+B)
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// IN: 11 (A+B)
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// IN: 0 (OUT)
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// OUT: 0 (OUT)
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@@ -11,7 +11,7 @@ out vec4 fragColor;
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#include inc_fx.glsl
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uniform sampler2D iTex9;
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uniform sampler2D iTex11;
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uniform sampler2D iTex0;
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uniform int iSeed8;
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uniform vec3 iMidi2_3[7];
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@@ -20,7 +20,7 @@ uniform int iDemo;
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uniform int iAutoRand;
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void main() {
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vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iMidi2_3[0], iMidi2_3[1].xy, iMidi2_3[2], iMidi2_3[3].xy, iMidi2_3[4], iMidi2_3[5].xy, iMidi2_3[6]);
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vec4 color = fx_stage(vUV, iTex11, iTex0, iSeed8, iMidi2_3[0], iMidi2_3[1].xy, iMidi2_3[2], iMidi2_3[3].xy, iMidi2_3[4], iMidi2_3[5].xy, iMidi2_3[6]);
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if (iDemo < 1 && iAutoRand < 1) {
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color = mix(color, vec4(0), iMidi3_1[0].y);
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