docs: default.cfg comments
This commit is contained in:
+1
-1
@@ -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
@@ -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
@@ -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;
|
||||
|
||||
+1
-1
@@ -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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user