docs: default.cfg comments
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@@ -1221,7 +1221,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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return texture(iTex0, vUV);
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}
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// TODO SRC 15
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// SRC 15 : debug
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subroutine(src_stage_sub) vec4 src_15(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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@@ -1230,22 +1230,6 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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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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// controls
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// logic
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return texture(iTex0, vUV);
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}
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// SRC 16 : debug
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subroutine(src_stage_sub) vec4 src_16(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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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// inputs
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int selected_srca = iState3;
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@@ -1803,27 +1787,6 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed
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return vec4(mix(c0, c, fx), 1.0);
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}
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// TODO FX 16
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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)
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{
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// start
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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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// controls
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float fx = magic(f0, vec3(1,0,0), seed);
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// logic
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vec3 c0 = texture(previous, uv0).xyz;
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vec3 c = c0;
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return vec4(mix(c0, c, fx), 1.0);
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}
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const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
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const int YUYV_FOURCC = 1448695129;
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+1
-1
@@ -40,7 +40,7 @@ void main() {
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c += s(uv2,1,1) * texture(iTex6, uv2);
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c += s(uv2,2,1) * texture(iTex8, uv2);
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c += s(uv2,0,0) * src_16(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0));
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c += s(uv2,0,0) * src_15(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0));
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c += s(uv2,1,0) * texture(iTex9, uv2);
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c += s(uv2,2,0) * texture(iTex0, uv2);
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