common code for shaders

This commit is contained in:
2025-09-15 23:39:18 +02:00
parent 858d504528
commit e91c113471
16 changed files with 139 additions and 91 deletions
+19
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@@ -0,0 +1,19 @@
#version 460
// COMMON DEFINITIONS AND FUNCTIONS
uniform float iTime;
uniform vec2 iResolution;
uniform sampler2D frame0;
uniform sampler2D frame1;
uniform sampler2D frame2;
uniform sampler2D frame3;
uniform sampler2D frame4;
uniform sampler2D frame5;
uniform sampler2D frame6;
uniform sampler2D frame7;
in vec2 vUV;
// TODO things
+2 -10
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@@ -1,20 +1,12 @@
#version 460
uniform float iTime;
uniform vec2 iResolution;
uniform sampler2D frame0;
uniform sampler2D frame1;
in vec2 vUV;
layout(location = 3) out vec3 fragColor;
// SRC A
// ---------
// IN: 0 / 1
// OUT: 3
layout(location = 3) out vec3 fragColor;
void main() {
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
+2 -9
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@@ -1,19 +1,12 @@
#version 460
uniform float iTime;
uniform vec2 iResolution;
uniform sampler2D frame0;
uniform sampler2D frame2;
in vec2 vUV;
layout(location = 4) out vec3 fragColor;
// SRC B
// ---------
// IN: 0 / 2
// OUT: 4
layout(location = 4) out vec3 fragColor;
void main() {
fragColor = vec3(vUV, 0.0) * step(0.3, vUV.x) * step(-0.4, -vUV.x);
}
+2 -9
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@@ -1,19 +1,12 @@
#version 460
uniform float iTime;
uniform vec2 iResolution;
uniform sampler2D frame3;
uniform sampler2D frame5;
in vec2 vUV;
layout(location = 5) out vec3 fragColor;
// FX A
// ---------
// IN: 3 / 5
// OUT: 5
layout(location = 5) out vec3 fragColor;
void main() {
fragColor = texture(frame3, vUV).xyz;
}
+2 -9
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@@ -1,19 +1,12 @@
#version 460
uniform float iTime;
uniform vec2 iResolution;
uniform sampler2D frame4;
uniform sampler2D frame6;
in vec2 vUV;
layout(location = 6) out vec3 fragColor;
// FX B
// ---------
// IN: 4 / 6
// OUT: 6
layout(location = 6) out vec3 fragColor;
void main() {
fragColor = texture(frame4, vUV).xyz;
}
+2 -9
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@@ -1,19 +1,12 @@
#version 460
uniform float iTime;
uniform vec2 iResolution;
uniform sampler2D frame5;
uniform sampler2D frame6;
in vec2 vUV;
layout(location = 7) out vec3 fragColor;
// A+B
// ---------
// IN: 5 / 6
// OUT: 7
layout(location = 7) out vec3 fragColor;
void main() {
fragColor = texture(frame5, vUV).xyz + texture(frame6, vUV).xyz;
}
+2 -9
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@@ -1,19 +1,12 @@
#version 460
uniform float iTime;
uniform vec2 iResolution;
uniform sampler2D frame7;
uniform sampler2D frame0;
in vec2 vUV;
layout(location = 0) out vec3 fragColor;
// MFX
// ---------
// IN: 7 / 0
// OUT: 0
layout(location = 0) out vec3 fragColor;
void main() {
fragColor = texture(frame7, vUV).xyz;
}