feat: src 9
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+25
-7
@@ -236,6 +236,7 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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vec2 uv2 = uv1;
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uv2 *= (1 + zoom) * 12;
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uv2.y += 0.5;
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int s = int(sentence * (SENTENCE_COUNT - 1));
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uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
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uv2.y = mix(uv2.y, mod(uv2.y, 1), h_delta_b.x);
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@@ -244,22 +245,39 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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return vec4(f);
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}
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// TODO SRC 9
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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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{
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return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
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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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// controls
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float h_shift = magic(f1, b1, seed + 10);
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float sentence = magic_reverse(f2, b2, seed + 20);
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float h_delta = magic(f3, b3, seed + 30);
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vec3 h_delta_b = magic_b(b3, seed + 30);
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// logic
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return texture(iTex0, vUV);
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vec2 uv2 = uv1;
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uv2.x += h_shift;
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uv2 *= 15;
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uv2.y += 0.5;
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int s = int(sentence * (SENTENCE_COUNT - 1));
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float slen = float(lengths[s]);
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uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
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uv2.x = cmod(uv2.x, slen + 1);
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vec2 uv3 = uv2;
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uv3.y = mix(uv3.y, mod(uv3.y, 1), h_delta_b.x);
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float f = write_20(uv3, vec2(-slen * 0.5, 0), sentences[s]);
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f *= (1 - abs(floor(uv2.y) * 0.125)) * (1 - abs(floor(uv2.y) * 0.125));
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return vec4(f);
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}
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// TODO SRC 10
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