feat: double buffered video input
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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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