rip 9nth texture
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@@ -22,7 +22,6 @@ uniform sampler2D tex4;
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uniform sampler2D tex5;
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uniform sampler2D tex5;
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uniform sampler2D tex6;
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uniform sampler2D tex6;
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uniform sampler2D tex7;
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uniform sampler2D tex7;
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uniform sampler2D tex8;
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// 3. definitions
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// 3. definitions
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// --------------
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// --------------
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@@ -5,13 +5,6 @@ UNIFORM_RESOLUTION=iResolution
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FRAG_COUNT=6
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FRAG_COUNT=6
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FRAG_OUT_1=2
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FRAG_OUT_2=5
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FRAG_OUT_3=3
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FRAG_OUT_4=6
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FRAG_OUT_5=7
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FRAG_OUT_6=0
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SUB_TYPE_COUNT=3
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SUB_TYPE_COUNT=3
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SUB_1_PREFIX=src_
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SUB_1_PREFIX=src_
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SUB_1_COUNT=16
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SUB_1_COUNT=16
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+1
-1
@@ -10,7 +10,7 @@
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#endif /* VERSION */
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#endif /* VERSION */
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#ifndef TEX_COUNT
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#ifndef TEX_COUNT
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#define TEX_COUNT 9
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#define TEX_COUNT 8
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#endif /* TEXT_COUNT */
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#endif /* TEXT_COUNT */
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#ifndef SUB_COUNT
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#ifndef SUB_COUNT
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+3
-4
@@ -24,6 +24,7 @@ static char *output_shader_text = "#version 460\n"
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" fragColor = texture(tex0, vUV);\n"
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" fragColor = texture(tex0, vUV);\n"
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"}";
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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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static char *monitor_shader_text =
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"#version 460\n"
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"#version 460\n"
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex0;\n"
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@@ -34,7 +35,6 @@ static char *monitor_shader_text =
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"uniform sampler2D tex5;\n"
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"uniform sampler2D tex5;\n"
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"uniform sampler2D tex6;\n"
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"uniform sampler2D tex6;\n"
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"uniform sampler2D tex7;\n"
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"uniform sampler2D tex7;\n"
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"uniform sampler2D tex8;\n"
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"in vec2 vUV;\n"
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"in vec2 vUV;\n"
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"out vec4 fragColor;\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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"float s(vec2 uv, float x0, float y0) {\n"
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@@ -50,9 +50,8 @@ static char *monitor_shader_text =
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" fragColor += s(uv,0,1) * texture(tex4, 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,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,2,1) * texture(tex6, uv);\n"
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" fragColor += s(uv,0,0) * texture(tex7, 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,1,0) * texture(tex8, uv);\n"
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" fragColor += s(uv,1.5,0) * texture(tex0, uv-vec2(0.5,0));\n"
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" fragColor += s(uv,2,0) * texture(tex0, uv);\n"
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"}";
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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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static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
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+12
-7
@@ -1,6 +1,7 @@
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#include <glad/gl.h>
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#include <glad/gl.h>
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#include <linmath.h>
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#include <linmath.h>
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#include <stddef.h>
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#include <stddef.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include "config.h"
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#include "config.h"
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@@ -147,7 +148,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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glAttachShader(program->programs[i], program->vertex_shader);
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glAttachShader(program->programs[i], program->vertex_shader);
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if (output) {
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if (output) {
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glAttachShader(program->programs[i], program->monitor_shader); // TODO tmp
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glAttachShader(program->programs[i], program->monitor_shader);
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} else {
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} else {
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glAttachShader(program->programs[i], program->fragment_shaders[i]);
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glAttachShader(program->programs[i], program->fragment_shaders[i]);
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}
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}
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@@ -225,9 +226,16 @@ static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
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}
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}
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}
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}
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static void init_drawbuffers(ShaderProgram *program) {
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unsigned int i;
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for (i = 0; i < TEX_COUNT; i++) {
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program->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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}
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}
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ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
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ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
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Context context) {
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Context context) {
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unsigned int i;
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ShaderProgram program;
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ShaderProgram program;
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program.error = false;
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program.error = false;
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@@ -249,10 +257,7 @@ ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
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init_programs(&program, shader_config);
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init_programs(&program, shader_config);
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// TODO each for each frag
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init_drawbuffers(&program);
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for (i = 0; i < TEX_COUNT; i++) {
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program.draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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}
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return program;
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return program;
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}
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}
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@@ -327,7 +332,7 @@ void shaders_apply(ShaderProgram program, Context context) {
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glUniform1i(program.textures_locations[j][i], j);
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glUniform1i(program.textures_locations[j][i], j);
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}
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}
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glDrawBuffers(TEX_COUNT - 1, program.draw_buffers);
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glDrawBuffers(TEX_COUNT, program.draw_buffers);
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// draw output
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// draw output
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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