docs: default.cfg comments

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2025-11-05 23:35:21 +01:00
parent eca95d5f18
commit e0604fdd78
4 changed files with 152 additions and 79 deletions
+1 -1
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@@ -86,7 +86,7 @@ make -f Makefile.dev release-arch
- [x] Share openGL state between monitor and screen
- [ ] Other
- [ ] Update readme with usage documentation
- [ ] Documentation in default config file
- [x] Documentation in default config file
- [x] Clone "shaders" and config in system path at setup
- [ ] Minimal sample shaders
- [ ] Find and fix opengl errors 0500 ?
+149 -39
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@@ -1,37 +1,112 @@
# FRAGMENT SHADERS
###########
## FORGE ##
###########
# Your reading a FORGE configuration file, don't panic
# Everything here is designed to link elements between them
# (shaders, video devices, textures, midi inputs, etc.)
# Every number based constant will be "one-based" (1,2,3,etc.)
# To read more, go to
# https://github.com/klemek/forge-steel
# ================
# FRAGMENT SHADERS
# ================
# === UNIFORMS ===
# GLSL uniform names or prefixes
# Prefixed uniforms are "iVariableX" with a number
# --- uniform float ---
# Elapsed time
UNIFORM_TIME=iTime
# Current tempo
UNIFORM_TEMPO=iTempo
# --- uniform int ---
# Output frame per second
UNIFORM_FPS=iFPS
UNIFORM_DEMO=iDemo
UNIFORM_RESOLUTION=iResolution
UNIFORM_TEX_RESOLUTION=iTexResolution
UNIFORM_IN_RESOLUTION_PREFIX=iInputResolution
UNIFORM_IN_FORMAT_PREFIX=iInputFormat
# Input X frame per second
UNIFORM_IN_FPS_PREFIX=iInputFPS
UNIFORM_SEED_PREFIX=iSeed
UNIFORM_STATE_PREFIX=iState
UNIFORM_TEX_PREFIX=iTex
# 0/1 if demo
UNIFORM_DEMO=iDemo
# Current page
UNIFORM_PAGE=iPage
# Current selected shader
UNIFORM_SELECTED=iSelected
# Seed for shader X
UNIFORM_SEED_PREFIX=iSeed
# State for shader X
UNIFORM_STATE_PREFIX=iState
# Midi group X active layer number
UNIFORM_ACTIVE_PREFIX=iActive
# Input X format raw integer value
UNIFORM_IN_FORMAT_PREFIX=iInputFormat
# --- uniform vec2 ---
# Output resolution
UNIFORM_RESOLUTION=iResolution
# Internal textures resolution
UNIFORM_TEX_RESOLUTION=iTexResolution
# Input X resolution
UNIFORM_IN_RESOLUTION_PREFIX=iInputResolution
# --- uniform vec3 ---
# Midi group X layer Y (beware of group size)
# Injected as "iMidiX_Y[Z]"
UNIFORM_MIDI_PREFIX=iMidi
# --- uniform sampler2D ---
# Internal texture X
UNIFORM_TEX_PREFIX=iTex
# === SUBROUTINES ===
# GLSL subroutines prefixes
# You can then use them as:
# subroutine(<definition>) <type> <prefix><number>(<args>) {}
# (see: https://wikis.khronos.org/opengl/Shader_Subroutine)
# Numbers go from 1 to SELECT_PAGE_COUNT * SELECT_ITEM_COUNT
# Each fragment shader is injected its current state subroutine
# Total subroutine variants
SUB_TYPE_COUNT=2
# Each subroutine variant prefix
SUB_1_PREFIX=src_
SUB_2_PREFIX=fx_
# TEXTURE I/O
# ===========
# TEXTURE I/O
# ===========
# Total number of internal textures
TEX_COUNT=10
IN_COUNT=2
# === VIDEO DEVICES
# Video devices will be read from CLI arguments
# and used in the same order inside FORGE
# Number of video devices
IN_COUNT=2
# To which texture will be bound video device X
IN_1_OUT=1
IN_2_OUT=2
# === FRAGMENT SHADERS
# Fragment shaders will be read from the CLI directory as "fragX.glsl"
# Special shader "frag0.glsl" will be prepend to each one
# Total number of fragment shaders (excluding frag0.glsl)
FRAG_COUNT=10
# To which texture will the shader fragX.glsl will render to
FRAG_1_OUT=3
FRAG_2_OUT=4
FRAG_3_OUT=5
@@ -40,38 +115,91 @@ FRAG_5_OUT=7
FRAG_6_OUT=8
FRAG_7_OUT=9
FRAG_8_OUT=0
# Which fragment shader renders to output window
FRAG_OUTPUT=9
# Which fragment shader renders to monitor window
FRAG_MONITOR=10
# MIDI
# ========
# MIDI I/O
# ========
# The recognized ALSA name of the midi device
MIDI_HW=hw:CARD=nanoKONTROL2
# === TYPES OF EVENTS
# FORGE needs to differentiate between fader and buttons
# In the next configurations, when an event is not configured,
# it will be skipped
# Total number of faders
FADER_COUNT=16
# Midi codes of faders
FADER_1=0
FADER_2=1
FADER_3=2
FADER_4=3
FADER_5=4
FADER_6=5
FADER_7=6
FADER_8=7
FADER_9=16
FADER_10=17
FADER_11=18
FADER_12=19
FADER_13=20
FADER_14=21
FADER_15=22
FADER_16=23
# Midi code for tap tempo
TAP_TEMPO=46
# === FRAGMENT SUBROUTINE SELECT
# You can manipulate which subroutine is sent to which fragment shader
# Midi codes to select fragment X
SELECT_FRAG_3=32
SELECT_FRAG_4=64
SELECT_FRAG_5=36
SELECT_FRAG_6=68
SELECT_FRAG_8=52
# Total number of pages (can be 1)
SELECT_PAGE_COUNT=3
# Midi codes to select page X
SELECT_PAGE_1=60
SELECT_PAGE_2=61
SELECT_PAGE_3=62
# Total number of items per page
SELECT_ITEM_COUNT=5
# Midi codes to select item Y on page X
SELECT_ITEM_1=43
SELECT_ITEM_2=44
SELECT_ITEM_3=42
SELECT_ITEM_4=41
SELECT_ITEM_5=45
SELECT_FRAG_3=32
SELECT_FRAG_4=64
SELECT_FRAG_5=36
SELECT_FRAG_6=68
SELECT_FRAG_8=52
# === MIDI INPUT STATES
# Midi inputs will control FORGE's state as follows
# X groups of Y layers sized Z
# You can manipulate only 1 layer at a time
# Every layer of every groups will be send as uniforms
# Each active layer will be sent back to the device
# with the same codes for nice display
# Total number of groups
MIDI_COUNT=3
# Total number of layers of group 1
MIDI_1_ACTIVE_COUNT=2
# Midi codes to change layer of group 1
MIDI_1_ACTIVE_1=32
MIDI_1_ACTIVE_2=64
# Size of group 1
MIDI_1_COUNT=6
# Every code of active layer manipulation of group 1
MIDI_1_1_X=33
MIDI_1_1_Y=49
MIDI_1_1_Z=65
@@ -91,6 +219,7 @@ MIDI_1_6_X=3
MIDI_1_6_Y=19
MIDI_1_6_Z=
# Same for group 2
MIDI_2_ACTIVE_COUNT=3
MIDI_2_ACTIVE_1=36
MIDI_2_ACTIVE_2=68
@@ -118,6 +247,7 @@ MIDI_2_7_X=4
MIDI_2_7_Y=20
MIDI_2_7_Z=
# Same for group 3
MIDI_3_COUNT=2
MIDI_3_1_X=48
MIDI_3_1_Y=58
@@ -125,23 +255,3 @@ MIDI_3_1_Z=59
MIDI_3_2_X=0
MIDI_3_2_Y=16
MIDI_3_2_Z=
FADER_COUNT=16
FADER_1=0
FADER_2=1
FADER_3=2
FADER_4=3
FADER_5=4
FADER_6=5
FADER_7=6
FADER_8=7
FADER_9=16
FADER_10=17
FADER_11=18
FADER_12=19
FADER_13=20
FADER_14=21
FADER_15=22
FADER_16=23
TAP_TEMPO=46
+1 -38
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@@ -1221,7 +1221,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
return texture(iTex0, vUV);
}
// TODO SRC 15
// SRC 15 : debug
subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
@@ -1230,22 +1230,6 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
// controls
// logic
return texture(iTex0, vUV);
}
// SRC 16 : debug
subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
// inputs
int selected_srca = iState3;
@@ -1803,27 +1787,6 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed
return vec4(mix(c0, c, fx), 1.0);
}
// TODO FX 16
subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0)
{
// start
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
// controls
float fx = magic(f0, vec3(1,0,0), seed);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec3 c = c0;
return vec4(mix(c0, c, fx), 1.0);
}
const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
const int YUYV_FOURCC = 1448695129;
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@@ -40,7 +40,7 @@ void main() {
c += s(uv2,1,1) * texture(iTex6, uv2);
c += s(uv2,2,1) * texture(iTex8, uv2);
c += s(uv2,0,0) * src_16(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0));
c += s(uv2,0,0) * src_15(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0));
c += s(uv2,1,0) * texture(iTex9, uv2);
c += s(uv2,2,0) * texture(iTex0, uv2);