style: format glsl files and fix inc_src

This commit is contained in:
2026-05-11 07:34:47 +02:00
parent 53c5639f92
commit dd20515e2b
21 changed files with 134 additions and 134 deletions
+1 -1
View File
@@ -27,4 +27,4 @@ void main() {
} else {
fragColor = texture(iTex0, vUV);
}
}
}
+35 -35
View File
@@ -22,7 +22,7 @@ uniform int iInputFPS2;
float s(vec2 uv, float x0, float y0) {
return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) *
step(-y0 - 1, -uv.y);
step(-y0 - 1, -uv.y);
}
const int texts[12][5] = {
@@ -49,16 +49,16 @@ void main() {
vec2 uv3 = uv1 * 60;
vec4 c = vec4(0);
c += s(uv2,1,2) * texture(iTex7, uv2);
c += s(uv2,2,2) * texture(iTex9, uv2);
c += s(uv2,1,0) * texture(iTex8, uv2);
c += s(uv2,2,0) * texture(iTex10, uv2);
c += s(uv2, 1, 2) * texture(iTex7, uv2);
c += s(uv2, 2, 2) * texture(iTex9, uv2);
c += s(uv2,0,1) * debug(mod(uv2, 1));
c += s(uv2,1,1) * texture(iTex11, uv2);
c += s(uv2,2,1) * texture(iTex0, uv2);
c += s(uv2, 1, 0) * texture(iTex8, uv2);
c += s(uv2, 2, 0) * texture(iTex10, uv2);
c += s(uv2, 0, 1) * debug(mod(uv2, 1));
c += s(uv2, 1, 1) * texture(iTex11, uv2);
c += s(uv2, 2, 1) * texture(iTex0, uv2);
float sel = 0;
@@ -74,65 +74,65 @@ void main() {
float t = 0;
f += rect(uv3, vec2(-35, 28.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-37,28), texts[0]);
if (iInputResolution1.x > 0) {
c += s(uv2,0,2) * texture(iTex5, uv2);
t += write_5(uv3, vec2(-37, 28), texts[0]);
if (iInputFormat1 == YUYV_FOURCC) {
c += s(uv2, 0, 2) * texture(iTex5, uv2);
f += rect(uv3, vec2(-35, 26.75), vec2(2.8, 0.7));
t += write_int(uv3, vec2(-37.6,26.1), iInputFPS1, 2);
t += write_5(uv3, vec2(-35.1,26.1), texts[8]);
t += write_int(uv3, vec2(-37.6, 26.1), iInputFPS1, 2);
t += write_5(uv3, vec2(-35.1, 26.1), texts[8]);
} else {
f += rect(uv3, vec2(-35, 26.75), vec2(1.6, 0.7));
t += write_5(uv3, vec2(-36.5,26.1), texts[9]);
t += write_5(uv3, vec2(-36.5, 26.1), texts[9]);
}
f += rect(uv3, vec2(-35, -11.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-37,-12), texts[1]);
if (iInputResolution2.x > 0) {
c += s(uv2,0,0) * texture(iTex6, uv2);
f += rect(uv3, vec2(-35, -11.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-37, -12), texts[1]);
if (iInputFormat2 == YUYV_FOURCC) {
c += s(uv2, 0, 0) * texture(iTex6, uv2);
f += rect(uv3, vec2(-35, -13.25), vec2(2.8, 0.7));
t += write_int(uv3, vec2(-37.6,-13.9), iInputFPS2, 2);
t += write_5(uv3, vec2(-35.1,-13.9), texts[8]);
t += write_int(uv3, vec2(-37.6, -13.9), iInputFPS2, 2);
t += write_5(uv3, vec2(-35.1, -13.9), texts[8]);
} else {
f += rect(uv3, vec2(-35, -13.25), vec2(1.6, 0.7));
t += write_5(uv3, vec2(-36.5,-13.9), texts[9]);
t += write_5(uv3, vec2(-36.5, -13.9), texts[9]);
}
f += rect(uv3, vec2(-35, 8.5), vec2(2.1, 0.7));
if (iDemo > 0) {
t += write_5(uv3, vec2(-37,8), texts[10]);
t += write_5(uv3, vec2(-37, 8), texts[10]);
} else {
t += write_5(uv3, vec2(-37,8), texts[11]);
t += write_5(uv3, vec2(-37, 8), texts[11]);
}
f += rect(uv3, vec2(0, 28.5), vec2(2.6, 0.7));
f += iActive1 == 1 ? h_rect(uv3, vec2(0, 28.5), vec2(3, 1), 0.2) : 0;
t += write_5(uv3, vec2(-2.5,28), texts[2]);
t += write_5(uv3, vec2(-2.5, 28), texts[2]);
f += rect(uv3, vec2(0, -11.5), vec2(2.6, 0.7));
f += iActive1 == 2 ? h_rect(uv3, vec2(0, -11.5), vec2(3, 1), 0.2) : 0;
t += write_5(uv3, vec2(-2.5,-12), texts[3]);
t += write_5(uv3, vec2(-2.5, -12), texts[3]);
f += rect(uv3, vec2(35, 28.5), vec2(2.1, 0.7));
f += iActive2 == 1 ? h_rect(uv3, vec2(35, 28.5), vec2(2.5, 1), 0.2) : 0;
t += write_5(uv3, vec2(33,28), texts[4]);
t += write_5(uv3, vec2(33, 28), texts[4]);
f += rect(uv3, vec2(35, -11.5), vec2(2.1, 0.7));
f += iActive2 == 2 ? h_rect(uv3, vec2(35, -11.5), vec2(2.5, 1), 0.2) : 0;
t += write_5(uv3, vec2(33,-12), texts[5]);
t += write_5(uv3, vec2(33, -12), texts[5]);
f += rect(uv3, vec2(0, 8.5), vec2(1.6, 0.7));
t += write_5(uv3, vec2(-1.5,8), texts[6]);
t += write_5(uv3, vec2(-1.5, 8), texts[6]);
f += rect(uv3, vec2(35, 8.5), vec2(1.6, 0.7));
f += iActive2 == 3 ? h_rect(uv3, vec2(35, 8.5), vec2(2, 1), 0.2) : 0;
t += write_5(uv3, vec2(33.5,8), texts[7]);
t += write_5(uv3, vec2(33.5, 8), texts[7]);
f += rect(uv3, vec2(35, 6.75), vec2(2.8, 0.7));
t += write_int(uv3, vec2(32.4,6.1), iFPS, 2);
t += write_5(uv3, vec2(34.9,6.1), texts[8]);
t += write_int(uv3, vec2(32.4, 6.1), iFPS, 2);
t += write_5(uv3, vec2(34.9, 6.1), texts[8]);
fragColor = mix(c, vec4(min(1, f) - t), min(1, f));
}
}
+1 -1
View File
@@ -27,4 +27,4 @@ void main() {
} else {
fragColor = texture(iTex0, vUV);
}
}
}
+1 -1
View File
@@ -17,4 +17,4 @@ uniform vec3 iMidi1_1[6];
void main() {
fragColor = src_stage(vUV, iSeed3, iMidi1_1[0], iMidi1_1[1].xy, iMidi1_1[2], iMidi1_1[3].xy, iMidi1_1[4], iMidi1_1[5].xy);
}
}
+1 -1
View File
@@ -16,4 +16,4 @@ uniform vec3 iMidi1_2[6];
void main() {
fragColor = src_stage(vUV, iSeed4, iMidi1_2[0], iMidi1_2[1].xy, iMidi1_2[2], iMidi1_2[3].xy, iMidi1_2[4], iMidi1_2[5].xy);
}
}
+1 -1
View File
@@ -18,4 +18,4 @@ uniform vec3 iMidi2_1[7];
void main() {
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]);
}
}
+1 -1
View File
@@ -18,4 +18,4 @@ uniform vec3 iMidi2_2[7];
void main() {
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]);
}
}
+2 -2
View File
@@ -30,8 +30,8 @@ void main() {
mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo);
if (mix_type) {
fragColor = mix(color_a, color_b, step(mix_value, k));
fragColor = mix(color_a, color_b, step(mix_value, k));
} else {
fragColor = mix(color_b, color_a, mix_value);
}
}
}
+1 -1
View File
@@ -10,4 +10,4 @@ uniform sampler2D iTex0;
void main() {
fragColor = texture(iTex0, vUV);
}
}
+5 -5
View File
@@ -94,7 +94,7 @@ const int cp437[] = {
0xE333, 0x1333, 0x0ECC, 0x0100, // 0x59, Y
0x813F, 0x1367, 0x0F6C, 0x0764, // 0x5A, Z
0x666E, 0x0001, 0x0E66, 0x0100, // 0x5B, [
0x8C63, 0x1000, 0x0000, 0x0463, // 0x5C,
0x8C63, 0x1000, 0x0000, 0x0463, // 0x5C,
0x888E, 0x1111, 0x0E88, 0x0111, // 0x5D, ]
0x36C8, 0x6310, 0x0000, 0x0000, // 0x5E, ^
0x0000, 0x0000, 0xF000, 0xF000, // 0x5F, _
@@ -392,7 +392,7 @@ int read(sampler2D tex, vec2 uv, float k, int d, float t)
vec2 tex_uv = floor(uv * k) * inv_k;
tex_uv += vec2(d % 2, floor(d * 0.5)) * 0.5 * inv_k;
return
((mean(reframe(tex, tex_uv + vec2(0, 3) * inv_k * 0.125)) > t) ? 1 : 0) +
((mean(reframe(tex, tex_uv + vec2(0, 3) * inv_k * 0.125)) > t) ? 1 : 0) +
((mean(reframe(tex, tex_uv + vec2(0, 2) * inv_k * 0.125)) > t) ? 2 : 0) +
((mean(reframe(tex, tex_uv + vec2(0, 1) * inv_k * 0.125)) > t) ? 4 : 0) +
((mean(reframe(tex, tex_uv + vec2(0, 0) * inv_k * 0.125)) > t) ? 8 : 0) +
@@ -411,7 +411,7 @@ int read(sampler2D tex, vec2 uv, float k, int d, float t)
}
// https://web.archive.org/web/20151229003112/http://blogs.msdn.com/b/jeuge/archive/2005/06/08/hakmem-bit-count.aspx
int bit_count(int u)
int bit_count(int u)
{
int c;
c = u - ((u >> 1) & 033333333333) - ((u >> 2) & 011111111111);
@@ -424,7 +424,7 @@ int guess_char(sampler2D tex, vec2 uv, float k, float t)
int b1 = read(tex, uv, k, 1, t);
int b2 = read(tex, uv, k, 2, t);
int b3 = read(tex, uv, k, 3, t);
int mc = 0;
int mb = 100;
int i;
@@ -444,4 +444,4 @@ int guess_char(sampler2D tex, vec2 uv, float k, float t)
return mc;
}
#endif
#endif
+3 -3
View File
@@ -126,7 +126,7 @@ vec4 debug(vec2 vUV)
vec2 uv3 = uv1 * 30;
// base frame
float f =
float f =
h_rect(uv2, vec2(-5, -2), vec2(1), 0.1) +
h_rect(uv2, vec2(-2, -2), vec2(1), 0.1) +
rect(uv2, vec2(-3.5, -2), vec2(0.5, 0.1)) +
@@ -143,7 +143,7 @@ vec4 debug(vec2 vUV)
rect(uv2, vec2(6.8, 0), vec2(0.75, 0.1)) +
h_circle(uv2, vec2(7.8, 0), 0.3, 0.1)
;
if (iDemo < 1 && iInputFormat1 == YUYV_FOURCC) {
f += circle(uv2, vec2(-9, 2), 0.3);
}
@@ -258,4 +258,4 @@ vec4 debug(vec2 vUV)
return vec4(f);
}
#endif
#endif
+5 -5
View File
@@ -188,10 +188,10 @@ vec2 v_pos(float i) {
float x0 = rand(i + 823 + iTimeId);
float y0 = rand(i + 328 + iTimeId);
float x1 = rand(i + 823 + iTimeId + 1);
float y1 = rand(i + 328 + iTimeId + 1);
return vec2(
mix(x0, x1, ease(ease(iTimeV))),
mix(y0, y1, ease(ease(iTimeV)))
@@ -257,13 +257,13 @@ float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
vec2 p = p2 - p1;
uv -= p1;
vec2 k;
if (abs(p.y) > abs(p.x)) {
k = vec2(
uv.x - p.x * uv.y / p.y,
uv.y / p.y
);
return step(k.x, thick * 0.5)
* step(-k.x, thick * 0.5)
* step(k.y, 1)
@@ -273,7 +273,7 @@ float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
uv.x / p.x,
uv.y - p.y * uv.x / p.x
);
return step(k.y, thick * 0.5)
* step(-k.y, thick * 0.5)
* step(k.x, 1)
+14 -14
View File
@@ -60,9 +60,9 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2
float y_shift = magic(f3, b3, seed + 30);
// logic
vec3 c0 = texture(src0, uv0).xyz;
vec2 uv2 = uv1;
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(0.5, zoom));
uv2 += vec2(x_shift * ratio, y_shift) * 2;
@@ -127,7 +127,7 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float pixel = (1 - pixel_size) * 250 + 25;
uv2 = round(uv2 * pixel) / pixel;
@@ -199,9 +199,9 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
float zoom = magic(f3, b3, seed + 30);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float k1 = lens_v * 0.5;
uv2 *= 1 + zoom * 2;
@@ -235,9 +235,9 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
uv2 = mix(uv2, kal2(uv2 * rot(0.25), floor(axes * 9 + 1)) * vec2(1, -2) + vec2(0, -0.5), axes_trigger);
uv2 = mix(uv2, kal2(uv2 * rot(0.25), floor(axes * 9 + 1)) * vec2(1, -2) + vec2(0, -0.5), axes_trigger);
uv2 *= rot(rotation);
uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio;
vec3 c = reframe(previous, uv2).xyz;
@@ -262,12 +262,12 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
vec2 charset = magic_f(f2, b2, seed + 20);
vec3 charset_ctrl = magic_b(b2, seed + 20);
float char_delta = magic(f3, b3, seed + 30);
float t = magic(seed + 40);
float t = magic(seed + 40);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float k1 = 100 * (1 - zoom) + 10;
float inv_k = 1 / k1;
@@ -306,7 +306,7 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
uv2 *= 1 + zoom * 2;
uv2 = lens(uv2, -lens_v2 * 10, lens_v1 * 10);
@@ -331,7 +331,7 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
float angle = magic(f3, b3, seed + 30);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
@@ -363,7 +363,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
float fb = magic(f3, b3, seed + 30);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
@@ -452,7 +452,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
} else if (rule == 11) { // B4678/S35678 (Anneal)
alive = n >= 6 || !alive && n == 4 || alive && (n == 3 || n == 5);
}
vec3 cout = vec3(alive ? 1 : 0);
return fx_master(c0, cout, seed, m0);
@@ -559,4 +559,4 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed
}
}
#endif
#endif
+1 -1
View File
@@ -74,4 +74,4 @@ float magic_reverse(float i)
return magic_reverse(vec2(0), vec3(0, 0, 1), i);
}
#endif
#endif
+1 -1
View File
@@ -11,4 +11,4 @@ float rand(vec2 n){
return rand(n.x * 1234 + n.y * 9876);
}
#endif
#endif
+1 -1
View File
@@ -4,4 +4,4 @@
uniform vec2 iResolution;
uniform vec2 iTexResolution;
#endif
#endif
+1 -1
View File
@@ -26,4 +26,4 @@ const int sentences[SENTENCE_COUNT][20] = {
const int lengths[SENTENCE_COUNT] = {
5, 5, 10, 6, 2, 9, 10, 7, 18, 14, 4, 9, 10, 1, 6, 11, 11
};
#endif
#endif
+55 -55
View File
@@ -8,8 +8,8 @@
uniform int iDemo;
uniform sampler2D iTex0;
uniform sampler2D iTex3;
uniform sampler2D iTex4;
uniform sampler2D iTex5;
uniform sampler2D iTex6;
subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3);
@@ -17,7 +17,7 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
// controls
@@ -36,21 +36,21 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
// output
return vec4(c, 1.);
return vec4(c, 1.);
}
// SRC 1: feedback + thru
subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
}
// SRC 2 : lines
subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -68,16 +68,16 @@ subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
float k = thickness * 2;
uv2.y = cmod(uv2.y, k * 2 + 0.1);
float f = istep(k * 0.125 + 0.05, uv2.y) * istep(k * 0.125 + 0.01, -uv2.y);
return vec4(f);
}
// SRC 3 : dots
subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -97,16 +97,16 @@ subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
float k = zoom * 0.1 + 0.05;
uv2 = cmod(uv2, k * 2);
float f = istep(k / (1 + length(uv1) * 2), length(uv2));
return vec4(f);
}
// SRC 4 : circuit
subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -199,12 +199,12 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
f += line(uv1, vec2(-t * 2), vec2(t * 2), t);
f += line(uv1, vec2(-t * 2, t * 2), vec2(t * 2, -t * 2), t);
} else if (k < 50) { // inductor
f += istep(t * 2, length(uv1 - vec2(t * 2.5,0)));
f += istep(t * 2, length(uv1 - vec2(0,0)));
f += istep(t * 2, length(uv1 - vec2(-t * 2.5,0)));
f -= 2 * istep(t, length(uv1 - vec2(t * 2.5,0)));
f -= 2 * istep(t, length(uv1 - vec2(0,0)));
f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5,0)));
f += istep(t * 2, length(uv1 - vec2(t * 2.5, 0)));
f += istep(t * 2, length(uv1 - vec2(0, 0)));
f += istep(t * 2, length(uv1 - vec2(-t * 2.5, 0)));
f -= 2 * istep(t, length(uv1 - vec2(t * 2.5, 0)));
f -= 2 * istep(t, length(uv1 - vec2(0, 0)));
f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5, 0)));
f *= step(-t * 0.5, uv1.y);
} else if (k < 60) { // switch
f += istep(t, length(uv1 - vec2(t * 2.5, 0)));
@@ -229,16 +229,16 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
f += line(uv1, vec2(t * 0.25, -t * 3.25), vec2(-t * 3, -t), t);
}
}
return vec4(f);
}
// SRC 5 : noise
subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -259,28 +259,28 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
f = sin(f * PI * (details * 20)) * 0.5 + 1;
int nf = int(noise_factor * 6);
f *= mix(1, noise_f(uv2, nf - 1), step(0.0, float(nf)));
return vec4(f);
}
// SRC 6 : video in 1 + thru
subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
if (iDemo > 0) {
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
}
return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
return src_thru(vUV, iTex5, seed, b1, f1, b2, f2, b3, f3);
}
#include inc_cp437.glsl
// SRC 7 : cp437
subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -304,7 +304,7 @@ subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
uv2 = mod(uv2, 1);
float f = char(uv2, code) ? 1 : 0;
return vec4(f);
}
@@ -312,11 +312,11 @@ subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
#include inc_sentences.glsl
subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -336,16 +336,16 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
uv2.y = mix(uv2.y, mod(uv2.y, 1), h_delta_b.x);
float f = write_20(uv2, vec2(-float(lengths[s]) * 0.5, 0), sentences[s]);
return vec4(f);
}
// SRC 9 : sentences repeat
subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -376,11 +376,11 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
}
// SRC 10 : isometric grid
subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -408,7 +408,7 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
vec2 u2 = mod(floor(uv3 + vec2(0, 1)), umax);
vec2 u3 = mod(floor(uv3 + vec2(-1, 0)), umax);
vec2 u4 = mod(floor(uv3 + vec2(0, -1)), umax);
float e0 = (rand(floor(u0)) * 2 - 1) * max_elevation;
float e1 = (rand(floor(u1)) * 2 - 1) * max_elevation;
float e2 = (rand(floor(u2)) * 2 - 1) * max_elevation;
@@ -420,29 +420,29 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
float f = 0;
f = line(uv3, vec2(0, 0) - iso_z(e0), vec2(1, 0) - iso_z(e1), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
return vec4(f);
}
// SRC 11 : video in 2 + thru
subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
if (iDemo > 0) {
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
}
return src_thru(vUV, iTex4, seed, b1, f1, b2, f2, b3, f3);
return src_thru(vUV, iTex6, seed, b1, f1, b2, f2, b3, f3);
}
// SRC 12 : Scales
subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -481,11 +481,11 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
}
// SRC 13 : Credenza
subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -500,7 +500,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
vec2 uv2 = uv1;
uv2 *= zoom;
uv2 = mod(uv2, 2);
uv2 = abs(uv2 - 1);
@@ -508,16 +508,16 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
float f = istep(1, length(uv2)) * istep(1, length(1 - uv2));
f *= istep(0.5, saw((length(uv2) + shape + 0.5) * repeat)) * istep(0.5, saw((length(1 - uv2) + shape + 0.5) * repeat));
return vec4(f);
}
// SRC 14 : Cursor
subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -551,15 +551,15 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
uv2.y += 0.1;
f -= istep(0, (uv2.x + uv2.y * 3) * (uv2.x - uv2.y * 3)) * istep(0, uv2.y);
f -= istep(0, (uv2.x + uv2.y * 3) * (uv2.x - uv2.y * 3)) * istep(0, uv2.y);
f += rect(uv2, vec2(0, -0.04), vec2(0.01, 0.04));
return vec4(f);
}
// SRC 15 : Random
subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
subroutine ( src_stage_sub ) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
int src = int(randTime(seed + 100) * 14);
@@ -594,4 +594,4 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
}
}
#endif
#endif
+1 -1
View File
@@ -1,4 +1,4 @@
#ifndef INC_TEMPLATE
#define INC_TEMPLATE
#endif
#endif
+1 -1
View File
@@ -50,4 +50,4 @@ float cosTime(float k)
return cos(modTime(k, 0.5) * 2 * PI);
}
#endif
#endif
+2 -2
View File
@@ -7,7 +7,7 @@ const mat3x3 yuyv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) {
float w = base_width - 1;
int x = int(vUV.x * w);
int xU = x - x % 2;
@@ -25,4 +25,4 @@ vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) {
return vec4(yuyv_to_rgb * yuv, 1.0);
}
#endif
#endif