style: format glsl files and fix inc_src
This commit is contained in:
+30
-30
@@ -22,7 +22,7 @@ uniform int iInputFPS2;
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float s(vec2 uv, float x0, float y0) {
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return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) *
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step(-y0 - 1, -uv.y);
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step(-y0 - 1, -uv.y);
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}
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const int texts[12][5] = {
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@@ -50,15 +50,15 @@ void main() {
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vec4 c = vec4(0);
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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, 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(iTex8, uv2);
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c += s(uv2,2,0) * texture(iTex10, 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(iTex11, uv2);
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c += s(uv2,2,1) * texture(iTex0, uv2);
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c += s(uv2, 0, 1) * debug(mod(uv2, 1));
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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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@@ -74,65 +74,65 @@ void main() {
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float t = 0;
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f += rect(uv3, vec2(-35, 28.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-37,28), texts[0]);
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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(iTex5, uv2);
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if (iInputFormat1 == YUYV_FOURCC) {
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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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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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} else {
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f += rect(uv3, vec2(-35, 26.75), vec2(1.6, 0.7));
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t += write_5(uv3, vec2(-36.5,26.1), texts[9]);
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t += write_5(uv3, vec2(-36.5, 26.1), texts[9]);
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}
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f += rect(uv3, vec2(-35, -11.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-37,-12), texts[1]);
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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(iTex6, uv2);
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if (iInputFormat2 == YUYV_FOURCC) {
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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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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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} else {
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f += rect(uv3, vec2(-35, -13.25), vec2(1.6, 0.7));
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t += write_5(uv3, vec2(-36.5,-13.9), texts[9]);
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t += write_5(uv3, vec2(-36.5, -13.9), texts[9]);
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}
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f += rect(uv3, vec2(-35, 8.5), vec2(2.1, 0.7));
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if (iDemo > 0) {
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t += write_5(uv3, vec2(-37,8), texts[10]);
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t += write_5(uv3, vec2(-37, 8), texts[10]);
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} else {
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t += write_5(uv3, vec2(-37,8), texts[11]);
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t += write_5(uv3, vec2(-37, 8), texts[11]);
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}
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f += rect(uv3, vec2(0, 28.5), vec2(2.6, 0.7));
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f += iActive1 == 1 ? h_rect(uv3, vec2(0, 28.5), vec2(3, 1), 0.2) : 0;
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t += write_5(uv3, vec2(-2.5,28), texts[2]);
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t += write_5(uv3, vec2(-2.5, 28), texts[2]);
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f += rect(uv3, vec2(0, -11.5), vec2(2.6, 0.7));
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f += iActive1 == 2 ? h_rect(uv3, vec2(0, -11.5), vec2(3, 1), 0.2) : 0;
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t += write_5(uv3, vec2(-2.5,-12), texts[3]);
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t += write_5(uv3, vec2(-2.5, -12), texts[3]);
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f += rect(uv3, vec2(35, 28.5), vec2(2.1, 0.7));
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f += iActive2 == 1 ? h_rect(uv3, vec2(35, 28.5), vec2(2.5, 1), 0.2) : 0;
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t += write_5(uv3, vec2(33,28), texts[4]);
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t += write_5(uv3, vec2(33, 28), texts[4]);
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f += rect(uv3, vec2(35, -11.5), vec2(2.1, 0.7));
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f += iActive2 == 2 ? h_rect(uv3, vec2(35, -11.5), vec2(2.5, 1), 0.2) : 0;
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t += write_5(uv3, vec2(33,-12), texts[5]);
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t += write_5(uv3, vec2(33, -12), texts[5]);
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f += rect(uv3, vec2(0, 8.5), vec2(1.6, 0.7));
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t += write_5(uv3, vec2(-1.5,8), texts[6]);
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t += write_5(uv3, vec2(-1.5, 8), texts[6]);
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f += rect(uv3, vec2(35, 8.5), vec2(1.6, 0.7));
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f += iActive2 == 3 ? h_rect(uv3, vec2(35, 8.5), vec2(2, 1), 0.2) : 0;
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t += write_5(uv3, vec2(33.5,8), texts[7]);
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t += write_5(uv3, vec2(33.5, 8), texts[7]);
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f += rect(uv3, vec2(35, 6.75), vec2(2.8, 0.7));
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t += write_int(uv3, vec2(32.4,6.1), iFPS, 2);
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t += write_5(uv3, vec2(34.9,6.1), texts[8]);
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t += write_int(uv3, vec2(32.4, 6.1), iFPS, 2);
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t += write_5(uv3, vec2(34.9, 6.1), texts[8]);
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fragColor = mix(c, vec4(min(1, f) - t), min(1, f));
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}
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+43
-43
@@ -8,8 +8,8 @@
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uniform int iDemo;
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uniform sampler2D iTex0;
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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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subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3);
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@@ -17,7 +17,7 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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// controls
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@@ -36,21 +36,21 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
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// output
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return vec4(c, 1.);
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return vec4(c, 1.);
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}
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// SRC 1: feedback + thru
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subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 2 : lines
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subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -73,11 +73,11 @@ subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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}
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// SRC 3 : dots
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subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -102,11 +102,11 @@ subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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}
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// SRC 4 : circuit
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subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -199,12 +199,12 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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f += line(uv1, vec2(-t * 2), vec2(t * 2), t);
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f += line(uv1, vec2(-t * 2, t * 2), vec2(t * 2, -t * 2), t);
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} else if (k < 50) { // inductor
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f += istep(t * 2, length(uv1 - vec2(t * 2.5,0)));
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f += istep(t * 2, length(uv1 - vec2(0,0)));
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f += istep(t * 2, length(uv1 - vec2(-t * 2.5,0)));
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f -= 2 * istep(t, length(uv1 - vec2(t * 2.5,0)));
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f -= 2 * istep(t, length(uv1 - vec2(0,0)));
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f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5,0)));
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f += istep(t * 2, length(uv1 - vec2(t * 2.5, 0)));
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f += istep(t * 2, length(uv1 - vec2(0, 0)));
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f += istep(t * 2, length(uv1 - vec2(-t * 2.5, 0)));
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f -= 2 * istep(t, length(uv1 - vec2(t * 2.5, 0)));
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f -= 2 * istep(t, length(uv1 - vec2(0, 0)));
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f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5, 0)));
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f *= step(-t * 0.5, uv1.y);
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} else if (k < 60) { // switch
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f += istep(t, length(uv1 - vec2(t * 2.5, 0)));
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@@ -234,11 +234,11 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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}
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// SRC 5 : noise
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subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -264,23 +264,23 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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}
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// SRC 6 : video in 1 + thru
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subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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if (iDemo > 0) {
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return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
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}
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return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
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return src_thru(vUV, iTex5, seed, b1, f1, b2, f2, b3, f3);
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}
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#include inc_cp437.glsl
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// SRC 7 : cp437
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subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -312,11 +312,11 @@ subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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#include inc_sentences.glsl
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subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -341,11 +341,11 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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}
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// SRC 9 : sentences repeat
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subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -376,11 +376,11 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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}
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// SRC 10 : isometric grid
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subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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@@ -420,29 +420,29 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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float f = 0;
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f = line(uv3, vec2(0, 0) - iso_z(e0), vec2(1, 0) - iso_z(e1), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
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return vec4(f);
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}
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// SRC 11 : video in 2 + thru
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subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine ( src_stage_sub ) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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if (iDemo > 0) {
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return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
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}
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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);
|
||||
|
||||
@@ -513,11 +513,11 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
@@ -551,7 +551,7 @@ 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));
|
||||
|
||||
@@ -559,7 +559,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user