7 Commits
Author SHA1 Message Date
klemek dcd35af4f1 fix(default): small fixes in default project 2026-08-30 11:30:37 +02:00
klemek 7a2bafc8de feat(default): faster rand in default project 2026-08-30 11:30:22 +02:00
klemek 2a7d1f6df4 docs: update README
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2026-08-29 12:00:56 +02:00
klemek 80add2ec67 feat(state): auto-save 2026-08-29 12:00:50 +02:00
klemek 9d300a69c1 feat(state): save more data in files
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2026-08-29 11:29:11 +02:00
klemek 1f7291fce9 refactor(default): add demo logo on main screen 2026-08-28 20:15:38 +02:00
klemek 674dc50ff7 refactor(default): glsl cleaning (2/2) 2026-08-28 20:10:09 +02:00
20 changed files with 437 additions and 631 deletions
+12 -12
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@@ -133,7 +133,7 @@ make install
```shell
git clone --recursive https://git.klemek.fr/klemek/forge-steel
cd forge
cd forge-steel
makepkg -si
```
@@ -142,11 +142,11 @@ makepkg -si
```shell
git clone --recursive https://git.klemek.fr/klemek/forge-steel
cd forge
cd forge-steel
aclocal
autoconf
automake --add-missing
./configure
./configure --prefix=$HOME/.local
make
make install
```
@@ -174,9 +174,7 @@ These are configurable in the [`forge_project.cfg`](#forge_projectcfg).
### CLI arguments
```txt
forge steel-dev
usage: forge [-h] [-v] [-p=PROJECT_PATH] [-c=CFG_FILE] [-hr] [-s=SCREEN] [-m=SCREEN] [-mo] [-w] [-t=TEMPO] [-d] [-ar / -nar] [-arc=CYCLES] [-vi=FILE] [-vs=SIZE] [-vb=COUNT] [-vr / -nvr] [-vf=FOURCC] [-is=SIZE] [-ls / -nls] [-ss / -nss] [-mr / -nmr] [-tm] [-tf]
usage: forge [-h] [-v] [-p=PROJECT_PATH] [-c=CFG_FILE] [-hr] [-s=SCREEN] [-m=SCREEN] [-mo] [-w] [-t=TEMPO] [-d] [-ar / -nar] [-arc=CYCLES] [-is=SIZE] [-ls / -nls] [-ss / -nss] [-mr / -nmr] [-tm] [-tf] [--x11] [--wayland] [--cocoa] [--win32] [-as / -nas] [-oma=MAJOR] [-omi=MINOR]
Fusion Of Real-time Generative Effects.
@@ -195,21 +193,23 @@ options:
-ar, --auto-random randomize state every cycle (4 beats)
-nar, --no-auto-random do not randomize state (default)
-arc, --auto-random-cycle auto random cycle length (default: 4)
-vi, --video-in path to video capture device (multiple allowed)
-vb, --video-buffers number of video buffers to use (default: 1)
-vs, --video-size video capture desired height (default: internal texture height)
-vr, --video-reconnect auto-reconnect video (default)
-nvr, --no-video-reconnect do not auto-reconnect video
-vf, --video-fourcc video codec fourcc (default: YUYV)
-is, --internal-size internal texture height (default: 720)
-ls, --load-state load saved state (default)
-nls, --no-load-state do not load saved state
-ss, --save-state save state (default)
-nss, --no-save-state do not save state
-as, --auto-save continuously save state (every ~10ms)
-nas, --no-auto-save do not continuously save state (default)
-mr, --midi-reconnect auto-reconnect midi (default)
-nmr, --no-midi-reconnect do not auto-reconnect midi
-tm, --trace-midi print midi code and values
-tf, --trace-fps print fps status of subsystems
--x11 force X11 GLFW backend
--wayland force Wayland GLFW backend
--cocoa force Cocoa GLFW backend
--win32 force Win32 GLFW backend
-oma, --opengl-major-version OpenGL major version (default: 4)
-omi, --opengl-minor-version OpenGL minor version (default: 6)
```
## Default Project
+1 -1
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@@ -1,4 +1,4 @@
#version 460
#version 140
// VIDEO 1
// -----------
+28 -102
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@@ -1,4 +1,4 @@
#version 460
#version 140
// MONITOR
// ---
@@ -25,92 +25,18 @@ float s(vec2 uv, float x0, float y0) {
step(-y0 - 1, -uv.y);
}
const int texts[12][5] = {
{
0x49,
0x4E,
0x20,
0x41,
0x00
}, // IN A
{
0x49,
0x4E,
0x20,
0x42,
0x00
}, // IN B
{
0x53,
0x52,
0x43,
0x20,
0x41
}, // SRC A
{
0x53,
0x52,
0x43,
0x20,
0x42
}, // SRC B
{
0x46,
0x58,
0x20,
0x41,
0x00
}, // FX A
{
0x46,
0x58,
0x20,
0x42,
0x00
}, // FX B
{
0x41,
0x2B,
0x42,
0x00,
0x00
}, // A+B
{
0x4D,
0x46,
0x58,
0x00,
0x00
}, // MFX
{
0x46,
0x50,
0x53,
0x00,
0x00
}, // FPS
{
0x4F,
0x46,
0x46,
0x00,
0x00
}, // OFF
{
0x44,
0x45,
0x4D,
0x4F,
0x00
}, // DEMO
{
0x4C,
0x49,
0x56,
0x45,
0x00
}, // LIVE
};
const int textINA[] = int[5](0x49, 0x4E, 0x20, 0x41, 0x00);
const int textINB[] = int[5](0x49, 0x4E, 0x20, 0x42, 0x00);
const int textSRCA[] = int[5](0x49, 0x4E, 0x20, 0x41, 0x00);
const int textSRCB[] = int[5](0x49, 0x4E, 0x20, 0x42, 0x00);
const int textFXA[] = int[5](0x46, 0x58, 0x20, 0x41, 0x00);
const int textFXB[] = int[5](0x46, 0x58, 0x20, 0x42, 0x00);
const int textAB[] = int[5](0x41, 0x2B, 0x42, 0x00, 0x00);
const int textMFX[] = int[5](0x4D, 0x46, 0x58, 0x00, 0x00);
const int textFPS[] = int[5](0x46, 0x50, 0x53, 0x00, 0x00);
const int textOFF[] = int[5](0x4F, 0x46, 0x46, 0x00, 0x00);
const int textDEMO[] = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
const int textLIVE[] = int[5](0x4C, 0x49, 0x56, 0x45, 0x00);
void main() {
vec2 uv0 = vUV.st;
@@ -146,65 +72,65 @@ void main() {
float t = 0;
f += rect(uv3, vec2(-35, 28.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-37, 28), texts[0]);
t += write_5(uv3, vec2(-37, 28), textINA);
if (iInputFormat1 == YUYV_FOURCC) {
c += s(uv2, 0, 2) * texture(iTex3, uv2);
f += rect(uv3, vec2(-35, 26.75), vec2(2.8, 0.7));
t += write_int(uv3, vec2(-37.6, 26.1), iInputFPS1, 2);
t += write_5(uv3, vec2(-35.1, 26.1), texts[8]);
t += write_5(uv3, vec2(-35.1, 26.1), textFPS);
} else {
f += rect(uv3, vec2(-35, 26.75), vec2(1.6, 0.7));
t += write_5(uv3, vec2(-36.5, 26.1), texts[9]);
t += write_5(uv3, vec2(-36.5, 26.1), textOFF);
}
f += rect(uv3, vec2(-35, -11.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-37, -12), texts[1]);
t += write_5(uv3, vec2(-37, -12), textINB);
if (iInputFormat2 == YUYV_FOURCC) {
c += s(uv2, 0, 0) * texture(iTex4, uv2);
f += rect(uv3, vec2(-35, -13.25), vec2(2.8, 0.7));
t += write_int(uv3, vec2(-37.6, -13.9), iInputFPS2, 2);
t += write_5(uv3, vec2(-35.1, -13.9), texts[8]);
t += write_5(uv3, vec2(-35.1, -13.9), textFPS);
} else {
f += rect(uv3, vec2(-35, -13.25), vec2(1.6, 0.7));
t += write_5(uv3, vec2(-36.5, -13.9), texts[9]);
t += write_5(uv3, vec2(-36.5, -13.9), textOFF);
}
f += rect(uv3, vec2(-35, 8.5), vec2(2.1, 0.7));
if (iDemo > 0) {
t += write_5(uv3, vec2(-37, 8), texts[10]);
t += write_5(uv3, vec2(-37, 8), textDEMO);
} else {
t += write_5(uv3, vec2(-37, 8), texts[11]);
t += write_5(uv3, vec2(-37, 8), textLIVE);
}
f += rect(uv3, vec2(0, 28.5), vec2(2.6, 0.7));
f += iActive1 == 1 ? h_rect(uv3, vec2(0, 28.5), vec2(3, 1), 0.2) : 0;
t += write_5(uv3, vec2(-2.5, 28), texts[2]);
t += write_5(uv3, vec2(-2.5, 28), textSRCA);
f += rect(uv3, vec2(0, -11.5), vec2(2.6, 0.7));
f += iActive1 == 2 ? h_rect(uv3, vec2(0, -11.5), vec2(3, 1), 0.2) : 0;
t += write_5(uv3, vec2(-2.5, -12), texts[3]);
t += write_5(uv3, vec2(-2.5, -12), textSRCB);
f += rect(uv3, vec2(35, 28.5), vec2(2.1, 0.7));
f += iActive2 == 1 ? h_rect(uv3, vec2(35, 28.5), vec2(2.5, 1), 0.2) : 0;
t += write_5(uv3, vec2(33, 28), texts[4]);
t += write_5(uv3, vec2(33, 28), textFXA);
f += rect(uv3, vec2(35, -11.5), vec2(2.1, 0.7));
f += iActive2 == 2 ? h_rect(uv3, vec2(35, -11.5), vec2(2.5, 1), 0.2) : 0;
t += write_5(uv3, vec2(33, -12), texts[5]);
t += write_5(uv3, vec2(33, -12), textFXB);
f += rect(uv3, vec2(0, 8.5), vec2(1.6, 0.7));
t += write_5(uv3, vec2(-1.5, 8), texts[6]);
t += write_5(uv3, vec2(-1.5, 8), textAB);
f += rect(uv3, vec2(35, 8.5), vec2(1.6, 0.7));
f += iActive2 == 3 ? h_rect(uv3, vec2(35, 8.5), vec2(2, 1), 0.2) : 0;
t += write_5(uv3, vec2(33.5, 8), texts[7]);
t += write_5(uv3, vec2(33.5, 8), textMFX);
f += rect(uv3, vec2(35, 6.75), vec2(2.8, 0.7));
t += write_int(uv3, vec2(32.4, 6.1), iFPS, 2);
t += write_5(uv3, vec2(34.9, 6.1), texts[8]);
t += write_5(uv3, vec2(34.9, 6.1), textFPS);
fragColor = mix(c, vec4(min(1, f) - t), min(1, f));
}
+1 -1
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@@ -1,4 +1,4 @@
#version 460
#version 140
// VIDEO 2
// -----------
-2
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@@ -10,8 +10,6 @@ out vec4 fragColor;
#include inc_src.glsl
subroutine uniform src_stage_sub src_stage;
uniform int iSeed3;
uniform vec3 iGroup1_1[6];
-2
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@@ -9,8 +9,6 @@ out vec4 fragColor;
#include inc_src.glsl
subroutine uniform src_stage_sub src_stage;
uniform int iSeed4;
uniform vec3 iGroup1_2[6];
+1 -1
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@@ -1,4 +1,4 @@
#version 460
#version 140
// A+B
// ------------
+9 -1
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@@ -1,4 +1,4 @@
#version 460
#version 140
// OUT
// ---
@@ -7,12 +7,17 @@ in vec2 vUV;
out vec4 fragColor;
#include inc_map.glsl
#include inc_cp437.glsl
uniform sampler2D iTex0;
uniform vec3 iGroup2_4[7];
uniform vec3 iGroup2_5[7];
uniform vec3 iGroup2_6[7];
uniform vec3 iGroup2_7[7];
uniform int iFPS;
uniform int iDemo;
const int[] textDEMO = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
void main() {
bool visible = (iGroup2_4[4].x + iGroup2_5[4].x + iGroup2_6[4].x + iGroup2_7[4].x) > 0;
@@ -104,6 +109,9 @@ void main() {
vec4 color = texture(iTex0, invert ? vUV : uv);
color = mix(color, 1. - color, iDemo * write_int_left(uv * 20., vec2(1., 1.), iFPS, 3));
color = mix(color, 1. - color, iDemo * write_5(uv * 20., vec2(1., 18.), textDEMO));
if (visible) {
float mask = step(0.0001, length(uv));
color *= mix(mask, 1 - mask, invert ? 1 : 0);
+2 -1
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@@ -364,7 +364,7 @@ float write_int(vec2 uv, vec2 pos, int value, int magnitude)
{
value = max(0, value);
int i;
uint m = 1;
int m = 1;
float d = 0.;
for (i = 0; i < magnitude; i++) {
if (i == 0 || value >= m) {
@@ -381,6 +381,7 @@ float write_int_left(vec2 uv, vec2 pos, int value, int magnitude)
int i;
int m = 1;
float d = 0.;
pos.x -= magnitude;
for (i = 0; i < magnitude; i++) {
if (i == 0 || value >= m) {
pos.x += 1.;
+15 -80
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@@ -103,78 +103,13 @@ vec4 debug(vec2 vUV)
// logic
const int texts[10][5] = {
{
0x46,
0x50,
0x53,
0x00,
0x00
}, // FPS
{
0x54,
0x45,
0x4D,
0x50,
0x4F
}, // TEMPO
{
0x54,
0x49,
0x4D,
0x45,
0x00
}, // TIME
{
0x44,
0x45,
0x4D,
0x4F,
0x00
}, // DEMO
{
0x4C,
0x49,
0x56,
0x45,
0x00
}, // LIVE
{
0x52,
0x41,
0x4E,
0x44,
0x00
}, // RAND
{
0x53,
0x52,
0x43,
0x00,
0x00
}, // SRC
{
0x46,
0x58,
0x00,
0x00,
0x00
}, // FX
{
0x49,
0x4E,
0x00,
0x00,
0x00
}, // IN
{
0x4D,
0x46,
0x58,
0x00,
0x00
}, // MFX
};
const int textTEMPO[] = int[5](0x54, 0x45, 0x4D, 0x50, 0x4F);
const int textTIME[] = int[5](0x54, 0x49, 0x4D, 0x45, 0x00);
const int textRAND[] = int[5](0x52, 0x41, 0x4E, 0x44, 0x00);
const int textSRC[] = int[5](0x53, 0x52, 0x43, 0x00, 0x00);
const int textFX[] = int[5](0x46, 0x58, 0x00, 0x00, 0x00);
const int textIN[] = int[5](0x49, 0x4E, 0x00, 0x00, 0x00);
const int textMFX[] = int[5](0x4D, 0x46, 0x58, 0x00, 0x00);
vec2 uv2 = uv1;
@@ -241,14 +176,14 @@ vec4 debug(vec2 vUV)
// show src/fx
f += write_5(uv3 * .75, vec2(-11.6, -1.8), texts[6]);
f += write_5(uv3 * .75, vec2(-4.2, -1.8), texts[7]);
f += write_5(uv3 * .75, vec2(-11.6, -1.8), textSRC);
f += write_5(uv3 * .75, vec2(-4.2, -1.8), textFX);
f += char_at(uv3 * .5, vec2(-11.5, 3.5), 0x41);
f += char_at(uv3 * .5, vec2(-11.5, -6.), 0x42);
if (iDemo < 1 && (iInputFormat1 == YUYV_FOURCC || iInputFormat2 == YUYV_FOURCC)) {
f += write_5(uv3 * .75, vec2(-19.7, -1.8), texts[8]);
f += write_5(uv3 * .75, vec2(-19.7, -1.8), textIN);
}
f += write_5(uv3 * .75, vec2(10.9, 2.), texts[9]);
f += write_5(uv3 * .75, vec2(10.9, 2.), textMFX);
// show inputs / feedback
float line_a_a = rect(uv2, vec2(-7.5, 2.), vec2(1.5, .1));
@@ -287,14 +222,14 @@ vec4 debug(vec2 vUV)
// show mix
f += char_at(uv2, vec2(1.55, -.6), mix_type ? 0x4B : 0x4D);
f = mix(f, 1 - f, rect(uv2, vec2(.2, -.9 + .9 * mix_value), vec2(.9, .9 * mix_value)));
f = mix(f, 1 - f, rect(uv2, vec2(2., -.9 + .9 * mix_value), vec2(.9, .9 * mix_value)));
// show debug info
float v = 0.;
float x = 0.;
x = -15.;
f += write_5(uv3, vec2(x - 4.5, 13.), texts[1]);
f += write_5(uv3, vec2(x - 4.5, 13.), textTEMPO);
f += write_int(uv3, vec2(x + 1.5, 13.), int(iTempo), 3);
v = fract(iBeats);
f += h_rect(uv3, vec2(x, 12.), vec2(4., .5), .2);
@@ -302,13 +237,13 @@ vec4 debug(vec2 vUV)
x = 15.;
if (iAutoRand > 0) {
f += write_5(uv3, vec2(x - 4.5, 13.), texts[5]);
f += write_5(uv3, vec2(x - 4.5, 13.), textRAND);
f += write_int(uv3, vec2(x - .5, 13.), int(iAutoRandCycle), 5);
v = fract(iBeats / iAutoRandCycle);
} else {
f += write_int(uv3, vec2(x - .5, 13.), int(iTime), 5);
v = fract(iTime);
f += write_5(uv3, vec2(x - 4.5, 13.), texts[2]);
f += write_5(uv3, vec2(x - 4.5, 13.), textTIME);
}
f += h_rect(uv3, vec2(x, 12.), vec2(4., .5), .2);
f += rect(uv3, vec2(x + 4. * v - 4., 12), vec2(4. * v, .4));
+122 -123
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@@ -1,19 +1,20 @@
#include inc_res.glsl
#include inc_magic.glsl
#include inc_functions.glsl
#include inc_cp437.glsl
#ifndef INC_FX
#define INC_FX
vec4 fx_master(vec3 c0, vec3 c, int seed, vec3 m0) {
float fx = magic(m0.xy, vec3(1,0,0), seed);
bool invert = magic_trigger(vec3(m0.z, 0, 0), seed);
float fx = magic(m0.xy, vec3(1., 0., 0.), seed);
bool invert = magic_trigger(vec3(m0.z, 0., 0.), seed);
vec3 c_out = mix(c0, c, fx);
c_out = mix(c_out, 1 - c_out, invert ? 1 : 0);
c_out = mix(c_out, 1. - c_out, invert ? 1. : 0.);
return vec4(c_out, 1.0);
return vec4(c_out, 1.);
}
subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0);
@@ -29,29 +30,29 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
// controls
float hue = magic(f1, b1, seed + 10);
float saturation = magic(f2, b2, seed + 20);
float light = magic(f3, b3, seed + 30);
float hue = magic(f1, b1, seed + 10.);
float saturation = magic(f2, b2, seed + 20.);
float light = magic(f3, b3, seed + 30.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec3 c = c0;
c = shift3(c, hue);
c *= 1 + saturation;
c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
c *= 1. + saturation;
c = mix(c + light * 2., c - (1. - light) * 2., step(.5, light));
return fx_master(c0, c, seed, m0);
}
// FX 2 : feedback + shift
vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
subroutine(fx_stage_sub) vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
@@ -64,7 +65,7 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2
vec3 c0 = texture(src0, uv0).xyz;
vec2 uv2 = uv1;
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(0.5, zoom));
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(.5, zoom));
uv2 += vec2(x_shift * ratio, y_shift) * 2;
vec3 c = reframe(src1, uv2).xyz;
@@ -115,28 +116,28 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float pixel_size = magic(f1, b1, seed + 10);
float quantize = magic(f2, b2, seed + 20);
bool quantize_trigger = magic_trigger(b2, seed + 20);
float blur = magic(f3, b3, seed + 30);
float pixel_size = magic(f1, b1, seed + 10.);
float quantize = magic(f2, b2, seed + 20.);
bool quantize_trigger = magic_trigger(b2, seed + 20.);
float blur = magic(f3, b3, seed + 30.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float pixel = (1 - pixel_size) * 250 + 25;
float pixel = (1., - pixel_size) * 250. + 25.;
uv2 = round(uv2 * pixel) / pixel;
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
float colors = (1 - quantize) * 10 + 1;
vec3 c = gauss(previous, uv2 * vec2(1. / ratio, 1.) + .5, 3, .005 * blur).xyz;
float colors = (1. - quantize) * 10. + 1.;
if (quantize_trigger) {
c = round(c * colors) / colors;
}
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * 0.1, 0), 5), 0.5));
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * .1, 0), 5), .5));
return fx_master(c0, c, seed, m0);
}
@@ -148,7 +149,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
@@ -168,7 +169,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
if (pixel_size_trigger) {
uv2 = floor(uv2 * k1) / k1;
}
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, .005 * blur).xyz;
float k3 = pow(2, 5 - floor(quantize * 5));
if (quantize_trigger) {
c *= k3;
@@ -190,26 +191,26 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float lens_v = magic(f1, b1, seed + 10);
float horizontal_noise = magic(f2, b2, seed + 20);
float zoom = magic(f3, b3, seed + 30);
float lens_v = magic(f1, b1, seed + 10.);
float horizontal_noise = magic(f2, b2, seed + 20.);
float zoom = magic(f3, b3, seed + 30.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float k1 = lens_v * 0.5;
uv2 *= 1 + zoom * 2;
float k1 = lens_v * .5;
uv2 *= 1. + zoom * 2.;
uv2 = lens(uv2, -k1, k1);
float k = horizontal_noise;
vec3 c = vec3(
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000 + iTime) - 0.5) * k * 0.1)).x,
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100 + iTime) - 0.5) * k * 0.1)).y,
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000. + iTime) - .5) * k * .1)).x,
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100. + iTime) - .5) * k * .1)).y,
reframe_b(previous, uv2).z
);
@@ -223,30 +224,28 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float axes = magic(f1, b1, seed + 10);
float axes_trigger = magic_b(b1, seed + 10).x;
float rotation = magic(f2, b2, seed + 20);
float h_scroll = magic(f3, b3, seed + 30);
float axes = magic(f1, b1, seed + 10.);
float axes_trigger = magic_b(b1, seed + 10.).x;
float rotation = magic(f2, b2, seed + 20.);
float h_scroll = magic(f3, b3, seed + 30.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
uv2 = mix(uv2, kal2(uv2 * rot(0.25), floor(axes * 9 + 1)) * vec2(1, -2) + vec2(0, -0.5), axes_trigger);
uv2 = mix(uv2, kal2(uv2 * rot(.25), floor(axes * 9. + 1.)) * vec2(1., -2.) + vec2(0., -.5), axes_trigger);
uv2 *= rot(rotation);
uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio;
uv2.x = (saw(uv2.x / ratio + .5 + h_scroll * 2.) - .5) * ratio;
vec3 c = reframe(previous, uv2).xyz;
return fx_master(c0, c, seed, m0);
}
#include inc_cp437.glsl
// FX 9 : cp437
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
@@ -254,35 +253,35 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = magic(f1, b1, seed + 10);
vec2 charset = magic_f(f2, b2, seed + 20);
vec3 charset_ctrl = magic_b(b2, seed + 20);
float char_delta = magic(f3, b3, seed + 30);
float t = magic(seed + 40);
float zoom = magic(f1, b1, seed + 10.);
vec2 charset = magic_f(f2, b2, seed + 20.);
vec3 charset_ctrl = magic_b(b2, seed + 20.);
float char_delta = magic(f3, b3, seed + 30.);
float t = magic(seed + 40.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float k1 = 100 * (1 - zoom) + 10;
float inv_k = 1 / k1;
float k1 = 100. * (1. - zoom) + 10.;
float inv_k = 1. / k1;
uv2 = floor(uv2 * k1) * inv_k;
int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
int start_char = charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
int char_span = int((charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
ivec2 uv2i = ivec2(uv2 * k1);
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
vec3 c = reframe(previous, uv2 + vec2(0, 0) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(1, 0) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(1, 1) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(0, 1) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(0.5, 0.5) * inv_k * 0.125).xyz * 0.2;
c = char(mod(uv1 * k1, 1), code) ? c : vec3(0);
int code = ((charset_ctrl.y < 1. || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
vec3 c = reframe(previous, uv2 + vec2(0., 0.) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(1., 0.) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(1., 1.) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(0., 1.) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(.5, .5) * inv_k * .125).xyz * .2;
c = char(mod(uv1 * k1, 1.), code) ? c : vec3(0.);
return fx_master(c0, c, seed, m0);
}
@@ -294,22 +293,22 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float lens_v1 = magic(f1, b1, seed + 10);
float lens_v2 = magic(f2, b2, seed + 20);
float zoom = magic(f3, b3, seed + 30);
float k = magic(seed + 40);
float lens_v1 = magic(f1, b1, seed + 10.);
float lens_v2 = magic(f2, b2, seed + 20.);
float zoom = magic(f3, b3, seed + 30.);
float k = magic(seed + 40.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
uv2 *= 1 + zoom * 2;
uv2 = lens(uv2, -lens_v2 * 10, lens_v1 * 10);
uv2 *= 1. + zoom * 2.;
uv2 = lens(uv2, -lens_v2 * 10., lens_v1 * 10.);
vec3 c = reframe(previous, uv2).xyz;
return fx_master(c0, c, seed, m0);
@@ -322,13 +321,13 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float wall1 = magic(f1, b1, seed + 10);
float wall2 = magic(f2, b2, seed + 20);
float angle = magic(f3, b3, seed + 30);
float wall1 = magic(f1, b1, seed + 10.);
float wall2 = magic(f2, b2, seed + 20.);
float angle = magic(f3, b3, seed + 30.);
// logic
@@ -336,8 +335,8 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
vec2 uv2 = uv1;
uv2 *= rot(angle);
uv2.y = min(uv2.y, 1 - wall1);
uv2.y = -min(-uv2.y, 1 - wall2);
uv2.y = min(uv2.y, 1. - wall1);
uv2.y = -min(-uv2.y, 1. - wall2);
uv2 *= rot(-angle);
vec3 c = reframe(previous, uv2).xyz;
@@ -351,33 +350,33 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - 0.5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float pixel_size = magic(f1, b1, seed + 10);
bool pixel_size_trigger = magic_trigger(b1, seed + 10);
f2 = magic_f(f2, b2, seed + 20);
int rule = int(f2.x * 12);
float threshold = f2.y * 0.9 + 0.05;
float fb = magic(f3, b3, seed + 30);
float pixel_size = magic(f1, b1, seed + 10.);
bool pixel_size_trigger = magic_trigger(b1, seed + 10.);
f2 = magic_f(f2, b2, seed + 20.);
int rule = int(f2.x * 12.);
float threshold = f2.y * .9 + .05;
float fb = magic(f3, b3, seed + 30.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float k1 = pow(2, 9 - floor(pixel_size * 5));
float p = 1 / k1;
float k1 = pow(2., 9. - floor(pixel_size * 5.));
float p = 1. / k1;
uv2 = round(uv2 * k1) / k1;
vec3 c1 = mix(
reframe(previous, uv2 + vec2(0.5, 0.5) * p).xyz,
reframe(feedback, uv2 + vec2(0.5, 0.5) * p).xyz,
reframe(previous, uv2 + vec2(.5, .5) * p).xyz,
reframe(feedback, uv2 + vec2(.5, .5) * p).xyz,
fb
);
vec3 c2 = mix(
reframe(previous, uv2 + vec2(1.5, 0.5) * p).xyz,
reframe(feedback, uv2 + vec2(1.5, 0.5) * p).xyz,
reframe(previous, uv2 + vec2(1.5, .5) * p).xyz,
reframe(feedback, uv2 + vec2(1.5, .5) * p).xyz,
fb
);
vec3 c3 = mix(
@@ -386,33 +385,33 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
fb
);
vec3 c4 = mix(
reframe(previous, uv2 + vec2(0.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(0.5, 1.5) * p).xyz,
reframe(previous, uv2 + vec2(.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(.5, 1.5) * p).xyz,
fb
);
vec3 c5 = mix(
reframe(previous, uv2 + vec2(-0.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, 1.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, 1.5) * p).xyz,
fb
);
vec3 c6 = mix(
reframe(previous, uv2 + vec2(-0.5, 0.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, 0.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, .5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, .5) * p).xyz,
fb
);
vec3 c7 = mix(
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
fb
);
vec3 c8 = mix(
reframe(previous, uv2 + vec2(0.5, -0.5) * p).xyz,
reframe(feedback, uv2 + vec2(0.5, -0.5) * p).xyz,
reframe(previous, uv2 + vec2(.5, -.5) * p).xyz,
reframe(feedback, uv2 + vec2(.5, -.5) * p).xyz,
fb
);
vec3 c9 = mix(
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
fb
);
bool alive = mean(c1) >= threshold;
@@ -453,7 +452,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
alive = n >= 6 || !alive && n == 4 || alive && (n == 3 || n == 5);
}
vec3 cout = vec3(alive ? 1 : 0);
vec3 cout = vec3(alive ? 1. : 0.);
return fx_master(c0, cout, seed, m0);
}
@@ -465,20 +464,20 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float sx = magic(f1, b1, seed + 10) * 2;
float sy = magic(f2, b2, seed + 20) * 2;
float disp = 0.005 * magic(f3, b3, seed + 30);
float sx = magic(f1, b1, seed + 10.) * 2.;
float sy = magic(f2, b2, seed + 20.) * 2.;
float disp = .005 * magic(f3, b3, seed + 30.);
// logic
vec3 c0 = texture(previous, uv0).xyz;
const mat3x3 sobelx = {{-1, -2, -1}, {0, 0, 0}, {1, 2, 1}};
const mat3x3 sobely = {{-1, 0, 1}, {-2, 0, 2}, {-1, 0, 1}};
const mat3x3 sobelx = mat3x3(-1., -2., -1., 0., 0., 0., 1., 2., 1.);
const mat3x3 sobely = mat3x3(-1., 0., 1., -2., 0., 2., -1., 0., 1.);
mat3x3 sobel = sobelx * sx + sobely * sy;
@@ -494,13 +493,13 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = 1 + magic(f1, b1, seed + 10) * 9;
float h_scroll = magic(f2, b2, seed + 20);
float angle = magic(f3, b3, seed + 30);
float zoom = 1 + magic(f1, b1, seed + 10.) * 9.;
float h_scroll = magic(f2, b2, seed + 20.);
float angle = magic(f3, b3, seed + 30.);
// logic
@@ -512,11 +511,11 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
uv3 *= rot(angle);
uv3 += vec2(h_scroll, 0);
uv3 += vec2(h_scroll, 0.);
uv3 *= round(zoom);
vec2 umax = vec2(round(zoom), 300);
vec2 umax = vec2(round(zoom), 300.);
vec3 c = reframe(previous, mod(uv3, umax)).xyz;
@@ -526,33 +525,33 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
// FX 15 : Random
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
int fx = int(randTime(seed + 100) * 14);
int fx = int(randTime(seed + 100.) * 14.) + 1;
if (fx == 0) {
if (fx == 1) {
return fx_1(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 1) {
return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 2) {
return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 3) {
return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 4) {
return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 5) {
return fx_6(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 6) {
return fx_7(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_6(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 7) {
return fx_8(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_7(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 8) {
return fx_9(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_8(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 9) {
return fx_10(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_9(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 10) {
return fx_11(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_10(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 11) {
return fx_12(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
return fx_11(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 12) {
return fx_12(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else if (fx == 13) {
return fx_13(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
} else {
return fx_14(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
+11 -5
View File
@@ -1,14 +1,20 @@
#ifndef INC_RAND
#define INC_RAND
// https://thebookofshaders.com/10/
// https://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
float rand(float seed){
float v = pow(abs(seed), .8571429); // 6. / 7.
v *= sin(v) + 1.;
return fract(v);
const float c = 43758.5453;
return fract(sin(seed) * c);
}
float rand(vec2 n){
return rand(n.x * 1234. + n.y * 9876.);
float rand(vec2 co)
{
const float a = 12.9898;
const float b = 78.233;
float dt= dot(co.xy ,vec2(a,b));
return rand(dt);
}
#endif
+145 -275
View File
@@ -1,6 +1,7 @@
#include inc_res.glsl
#include inc_magic.glsl
#include inc_functions.glsl
#include inc_cp437.glsl
#ifndef INC_SRC
#define INC_SRC
@@ -13,6 +14,8 @@ uniform sampler2D iTex4;
subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3);
subroutine uniform src_stage_sub src_stage;
vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
// start
@@ -21,9 +24,9 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
// controls
float hue = magic(f1, b1, seed + 10);
float saturation = magic(f2, b2, seed + 20);
float light = magic(f3, b3, seed + 30);
float hue = magic(f1, b1, seed + 10.);
float saturation = magic(f2, b2, seed + 20.);
float light = magic(f3, b3, seed + 30.);
// logic
@@ -31,8 +34,8 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
c = shift3(c, hue);
c *= 1 + saturation;
c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
c *= 1. + saturation;
c = mix(c + light * 2., c - (1. - light) * 2., step(.5, light));
// output
@@ -52,22 +55,22 @@ subroutine ( src_stage_sub ) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float thickness = magic(f1, b1, seed + 10);
float rotation = magic(f2, b2, seed + 20);
float distort = magic(f3, b3, seed + 30);
float thickness = magic(f1, b1, seed + 10.);
float rotation = magic(f2, b2, seed + 20.);
float distort = magic(f3, b3, seed + 30.);
// logic
vec2 uv2 = uv1;
uv2.y *= cos(uv2.x * 5 * distort);
uv2 *= rot(rotation + iBeats / 16);
float k = thickness * 2;
uv2.y = cmod(uv2.y, k * 2 + 0.1);
float f = istep(k * 0.125 + 0.05, uv2.y) * istep(k * 0.125 + 0.01, -uv2.y);
uv2.y *= cos(uv2.x * 5. * distort);
uv2 *= rot(rotation + iBeats * .0625);
float k = thickness * 2.;
uv2.y = cmod(uv2.y, k * 2. + .1);
float f = istep(k * .125 + .05, uv2.y) * istep(k * .125 + .01, -uv2.y);
return vec4(f);
}
@@ -79,159 +82,28 @@ subroutine ( src_stage_sub ) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = magic(f1, b1, seed + 10);
float rotation = magic(f2, b2, seed + 20);
float lens_v = magic(f3, b3, seed + 30);
float zoom = magic(f1, b1, seed + 10.);
float rotation = magic(f2, b2, seed + 20.);
float lens_v = magic(f3, b3, seed + 30.);
// logic
vec2 uv2 = uv1;
float k1 = lens_v * 5;
float k1 = lens_v * 5.;
uv2 = lens(uv2, -k1, k1);
uv2 = kal(uv2, 5);
uv2 *= rot(rotation + iBeats / 16);
float k = zoom * 0.1 + 0.05;
uv2 = cmod(uv2, k * 2);
float f = istep(k / (1 + length(uv1) * 2), length(uv2));
uv2 = kal(uv2, 5.);
uv2 *= rot(rotation + iBeats * .0625);
float k = zoom * .1 + .05;
uv2 = cmod(uv2, k * 2.);
float f = istep(k / (1. + length(uv1) * 2.), length(uv2));
return vec4(f);
}
// // SRC 4 : circuit
// subroutine ( src_stage_sub ) vec4 src_4(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);
// // controls
// float z = 10 + magic(f1, b1, 123) * 20;
// float h = magic(f2, b2, seed + 20) * 0.8 + 0.1;
// float v = magic_reverse(f3, b3, seed + 30) * 0.8 + 0.1;
// // logic
// uv1 *= z;
// uv1 += iBeats;
// float s0 = rand(floor(mod(uv1, 1000))) * 1000;
// float s1 = rand(floor(mod(uv1 + vec2(0, 1), 1000))) * 1000;
// float s2 = rand(floor(mod(uv1 - vec2(1, 0), 1000))) * 1000;
// bool up = rand(s1 + 1) < h;
// bool left = rand(s2 + 2) < v;
// bool down = rand(s0 + 1) < h;
// bool right = rand(s0 + 2) < v;
// bool up_down = up && down;
// bool left_right = left && right;
// uv1 = mod(uv1, 1.0) - 0.5;
// const float t = 0.1;
// float f = 0;
// int c = 0;
// if (up) {
// f += stripe(uv1.x, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.y);
// c += 1;
// }
// if (down) {
// f += stripe(uv1.x, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.y);
// c += 1;
// }
// if (left) {
// f += stripe(uv1.y, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.x);
// c += 1;
// }
// if (right) {
// f += stripe(uv1.y, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.x);
// c += 1;
// }
// if (c == 1) {
// f += istep(t, length(uv1));
// }
// f = min(f, 1);
// if ((up_down ^^ left_right) && c == 2) {
// if (up_down) {
// uv1.xy = uv1.yx;
// }
// if (rand(s0 + 3) < 0.5) {
// uv1.x = -uv1.x;
// }
// float k = rand(s0 + 4) * 60;
// f -= rect(uv1, vec2(0), vec2(t * 3, t));
// f = max(0, f);
// if (k < 10) { // resistor
// f += line(uv1, vec2(-t * 3.25, -t * 0.5), vec2(-t * 2.5, t * 2), t * 0.75);
// f += line(uv1, vec2(-t * 2.5, t * 2), vec2(-t * 1.5, -t * 2), t * 0.75);
// f += line(uv1, vec2(-t * 1.5, -t * 2), vec2(-t * 0.5, t * 2), t * 0.75);
// f += line(uv1, vec2(-t * 0.5, t * 2), vec2(t * 0.5, -t * 2), t * 0.75);
// f += line(uv1, vec2(t * 0.5, -t * 2), vec2(t * 1.5, t * 2), t * 0.75);
// f += line(uv1, vec2(t * 1.5, t * 2), vec2(t * 2.5, -t * 2), t * 0.75);
// f += line(uv1, vec2(t * 2.5, -t * 2), vec2(t * 3.25, t * 0.5), t * 0.75);
// } else if (k < 20) { // capacitor
// f += rect(uv1, vec2(-t * 2, 0), vec2(t, t * 0.5));
// f += rect(uv1, vec2(t * 2, 0), vec2(t, t * 0.5));
// f += rect(uv1, vec2(t, 0), vec2(t * 0.5, t * 3.5));
// f += rect(uv1, vec2(-t, 0), vec2(t * 0.5, t * 3.5));
// } else if (k < 30) { // diode
// f += line(uv1, vec2(-t * 2, t * 2.5), vec2(t * 2, 0), t);
// f += line(uv1, vec2(-t * 2, -t * 2.5), vec2(t * 2, 0), t);
// f += rect(uv1, vec2(t * 2.5, 0), vec2(t * 0.5, t * 3));
// f += rect(uv1, vec2(-t * 2.5, 0), vec2(t * 0.5, t * 3));
// } else if (k < 40) { // lamp
// f += istep(t * 3.5, length(uv1));
// f -= istep(t * 2.5, length(uv1));
// f += line(uv1, vec2(-t * 2), vec2(t * 2), t);
// f += line(uv1, vec2(-t * 2, t * 2), vec2(t * 2, -t * 2), t);
// } else if (k < 50) { // inductor
// f += istep(t * 2, length(uv1 - vec2(t * 2.5, 0)));
// f += istep(t * 2, length(uv1 - vec2(0, 0)));
// f += istep(t * 2, length(uv1 - vec2(-t * 2.5, 0)));
// f -= 2 * istep(t, length(uv1 - vec2(t * 2.5, 0)));
// f -= 2 * istep(t, length(uv1 - vec2(0, 0)));
// f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5, 0)));
// f *= step(-t * 0.5, uv1.y);
// } else if (k < 60) { // switch
// f += istep(t, length(uv1 - vec2(t * 2.5, 0)));
// f += istep(t, length(uv1 + vec2(t * 2.5, 0)));
// f += line(uv1, vec2(t * 2, 0), vec2(-t * 2.5, t * (k < 55 ? 3 : 1)), t);
// }
// } else if (c == 3) {
// if (left_right) {
// uv1.xy = uv1.yx;
// if (up) {
// uv1.x = -uv1.x;
// }
// } else if (right) {
// uv1.x = -uv1.x;
// }
// float k = rand(s0 + 4) * 20;
// if (k < 10) {
// f -= rect(uv1, vec2(0), vec2(t * 3));
// f = max(0, f);
// f += rect(uv1, vec2(-t * 3, 0), vec2(t * 0.5, t * 3));
// f += line(uv1, vec2(t * 0.25, t * 3.25), vec2(-t * 3, t), t);
// f += line(uv1, vec2(t * 0.25, -t * 3.25), vec2(-t * 3, -t), t);
// }
// }
// return vec4(f);
// }
// SRC 4 : bacteria
subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
@@ -240,23 +112,23 @@ subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = 2 + magic(f1, b1, seed + 10) * 20;
float details = 5 * magic(f2, b2, seed + 20);
float delta = magic(f3, b3, seed + 30);
float zoom = 2. + magic(f1, b1, seed + 10.) * 20.;
float details = 5. * magic(f2, b2, seed + 20.);
float delta = magic(f3, b3, seed + 30.);
// logic
uv1 *= zoom;
vec4 data = voronoi(uv1, 1, seed + 40, iBeats * 0.25);
vec4 data = voronoi(uv1, 1., seed + 40, iBeats * .25);
float f = ease(data.x) + ease(data.y);
f = saw(f * (1 + data.x * details) - delta * 2.0);
f = saw(f * (1. + data.x * details) - delta * 2.);
return vec4(f);
}
@@ -268,25 +140,25 @@ subroutine ( src_stage_sub ) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = magic(f1, b1, seed + 10);
float voronoi_distort = magic(f2, b2, seed + 20);
float details = magic(f3, b3, seed + 30);
float noise_factor = magic(seed + 40);
float zoom = magic(f1, b1, seed + 10.);
float voronoi_distort = magic(f2, b2, seed + 20.);
float details = magic(f3, b3, seed + 30.);
float noise_factor = magic(seed + 40.);
// logic
vec2 uv2 = uv1;
uv2 *= zoom * 20 + 3;
uv2 *= zoom * 20. + 3.;
uv2.x += iBeats;
vec4 data = voronoi(uv2, voronoi_distort, seed + 50, iBeats);
float f = data.x / (data.x + data.y);
f = sin(f * PI * (details * 20)) * 0.5 + 1;
int nf = int(noise_factor * 6);
f *= mix(1, noise_f(uv2, nf - 1), step(0.0, float(nf)));
f = sin(f * PI * (details * 20.)) * .5 + 1.;
int nf = int(noise_factor * 6.);
f *= mix(1., noise_f(uv2, nf - 1), step(.0, float(nf)));
return vec4(f);
}
@@ -301,8 +173,6 @@ subroutine ( src_stage_sub ) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
}
#include inc_cp437.glsl
// SRC 7 : cp437
subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
@@ -310,28 +180,28 @@ subroutine ( src_stage_sub ) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = magic(f1, b1, seed + 10);
vec2 charset = magic_f(f2, b2, seed + 20);
vec3 charset_ctrl = magic_b(b2, seed + 20);
float char_delta = magic(f3, b3, seed + 30);
float zoom = magic(f1, b1, seed + 10.);
vec2 charset = magic_f(f2, b2, seed + 20.);
vec3 charset_ctrl = magic_b(b2, seed + 20.);
float char_delta = magic(f3, b3, seed + 30.);
// logic
vec2 uv2 = uv1;
uv2 *= zoom * 20 + 3;
uv2 *= zoom * 20. + 3.;
uv2 += iBeats;
uv2 = mod(uv2, 100) + 100;
int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
uv2 = mod(uv2, 100.) + 100.;
int start_char = charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
int char_span = int((charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
ivec2 uv2i = ivec2(uv2);
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
uv2 = mod(uv2, 1);
float f = char(uv2, code) ? 1 : 0;
int code = ((charset_ctrl.y < 1. || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
uv2 = mod(uv2, 1.);
float f = char(uv2, code) ? 1. : 0.;
return vec4(f);
}
@@ -344,24 +214,24 @@ subroutine ( src_stage_sub ) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = magic(f1, b1, seed + 10);
float sentence = magic_reverse(f2, b2, seed + 20);
float h_delta = magic(f3, b3, seed + 30);
vec3 h_delta_b = magic_b(b3, seed + 30);
float zoom = magic(f1, b1, seed + 10.);
float sentence = magic_reverse(f2, b2, seed + 20.);
float h_delta = magic(f3, b3, seed + 30.);
vec3 h_delta_b = magic_b(b3, seed + 30.);
// logic
vec2 uv2 = uv1;
uv2 *= (1 + zoom) * 12;
uv2.y += 0.5;
uv2 *= (1. + zoom) * 12.;
uv2.y += .5;
int s = int(sentence * (SENTENCE_COUNT - 1));
uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
uv2.y = mix(uv2.y, mod(uv2.y, 1), h_delta_b.x);
float f = write_sentence(uv2, vec2(-float(lengths[s]) * 0.5, 0), s);
uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
uv2.y = mix(uv2.y, mod(uv2.y, 1.), h_delta_b.x);
float f = write_sentence(uv2, vec2(-float(lengths[s]) * .5, 0.), s);
return vec4(f);
}
@@ -373,30 +243,30 @@ subroutine ( src_stage_sub ) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float h_shift = magic(f1, b1, seed + 10);
float sentence = magic_reverse(f2, b2, seed + 20);
float h_delta = magic(f3, b3, seed + 30);
vec3 h_delta_b = magic_b(b3, seed + 30);
float h_shift = magic(f1, b1, seed + 10.);
float sentence = magic_reverse(f2, b2, seed + 20.);
float h_delta = magic(f3, b3, seed + 30.);
vec3 h_delta_b = magic_b(b3, seed + 30.);
// logic
vec2 uv2 = uv1;
uv2.x += h_shift;
uv2 *= 15;
uv2.y += 0.5;
uv2 *= 15.;
uv2.y += .5;
int s = int(sentence * (SENTENCE_COUNT - 1));
float slen = float(lengths[s]);
uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
uv2.x = cmod(uv2.x, slen + 1);
uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
uv2.x = cmod(uv2.x, slen + 1.);
vec2 uv3 = uv2;
uv3.y = mix(uv3.y, mod(uv3.y, 1), h_delta_b.x);
float f = write_sentence(uv3, vec2(-slen * 0.5, 0), s);
uv3.y = mix(uv3.y, mod(uv3.y, 1.), h_delta_b.x);
float f = write_sentence(uv3, vec2(-slen * .5, 0.), s);
f *= (1 - abs(floor(uv2.y) * 0.125)) * (1 - abs(floor(uv2.y) * 0.125));
f *= (1. - abs(floor(uv2.y) * .125)) * (1. - abs(floor(uv2.y) * .125));
return vec4(f);
}
@@ -408,14 +278,14 @@ subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, v
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
float h_scroll = magic(f2, b2, seed + 20);
float max_elevation = magic(f3, b3, seed + 30) * 0.5;
float thick = 0.1;
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
float h_scroll = magic(f2, b2, seed + 20.);
float max_elevation = magic(f3, b3, seed + 30.) * .5;
float thick = .1;
// logic
@@ -423,32 +293,32 @@ subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, v
vec2 uv3 = iso(uv2);
uv3 += vec2(h_scroll, 0);
uv3 += vec2(h_scroll, 0.);
uv3 *= round(zoom);
vec2 umax = vec2(round(zoom), 300);
vec2 umax = vec2(round(zoom), 300.);
vec2 u0 = mod(floor(uv3), umax);
vec2 u1 = mod(floor(uv3 + vec2(1, 0)), umax);
vec2 u2 = mod(floor(uv3 + vec2(0, 1)), umax);
vec2 u3 = mod(floor(uv3 + vec2(-1, 0)), umax);
vec2 u4 = mod(floor(uv3 + vec2(0, -1)), umax);
vec2 u1 = mod(floor(uv3 + vec2(1., 0.)), umax);
vec2 u2 = mod(floor(uv3 + vec2(0., 1.)), umax);
vec2 u3 = mod(floor(uv3 + vec2(-1., 0.)), umax);
vec2 u4 = mod(floor(uv3 + vec2(0., -1.)), umax);
float e0 = (rand(floor(u0)) * 2 - 1) * max_elevation;
float e1 = (rand(floor(u1)) * 2 - 1) * max_elevation;
float e2 = (rand(floor(u2)) * 2 - 1) * max_elevation;
float e3 = (rand(floor(u3)) * 2 - 1) * max_elevation;
float e4 = (rand(floor(u4)) * 2 - 1) * max_elevation;
float e0 = (rand(floor(u0)) * 2. - 1.) * max_elevation;
float e1 = (rand(floor(u1)) * 2. - 1.) * max_elevation;
float e2 = (rand(floor(u2)) * 2. - 1.) * max_elevation;
float e3 = (rand(floor(u3)) * 2. - 1.) * max_elevation;
float e4 = (rand(floor(u4)) * 2. - 1.) * max_elevation;
uv3 = mod(uv3, 1.0) - 0.5;
uv3 = mod(uv3, 1.) - .5;
float f = 0;
float f = 0.;
f = line(uv3, vec2(0, 0) - iso_z(e0), vec2(1, 0) - iso_z(e1), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
f = line(uv3, vec2(0., 0.) - iso_z(e0), vec2(1., 0.) - iso_z(e1), thick)
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., 1.) - iso_z(e2), thick)
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(-1., 0.) - iso_z(e3), thick)
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., -1.) - iso_z(e4), thick);
return vec4(f);
}
@@ -470,38 +340,38 @@ subroutine ( src_stage_sub ) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, v
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
float shape = magic(f2, b2, seed + 20);
float repeat = 1 + magic(f3, b3, seed + 30) * 10;
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
float shape = magic(f2, b2, seed + 20.);
float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
// logic
float f = 0;
float f = 0.;
vec2 uv2 = uv1;
uv2 *= zoom;
uv2 = mod(uv2, 4);
uv2 = mod(uv2, 4.);
vec2 uv3 = uv2;
uv3.y = mix(uv3.y, -uv3.y, step(2, uv2.x) * step(2, uv2.y));
uv3.y = mix(uv3.y, -uv3.y, istep(2, uv2.x) * istep(2, uv2.y));
uv3.y = mix(uv3.y, -uv3.y, step(2., uv2.x) * step(2., uv2.y));
uv3.y = mix(uv3.y, -uv3.y, istep(2., uv2.x) * istep(2., uv2.y));
uv3.y = -uv3.y;
uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.x) * step(1, uv2.x));
uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.y) * step(1, uv2.y));
uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.x) * step(1., uv2.x));
uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.y) * step(1., uv2.y));
f = istep(0.5, saw((length(mod(uv3, 1)) + shape + 0.5) * repeat));
f = istep(.5, saw((length(mod(uv3, 1.)) + shape + .5) * repeat));
f = mix(1 - f, f, istep(1, abs(uv2.y - 2)) * istep(2, uv2.x));
f = mix(1 - f, f, step(1, abs(uv2.y - 2)) * step(2, uv2.x));
f = mix(1. - f, f, istep(1., abs(uv2.y - 2.)) * istep(2., uv2.x));
f = mix(1. - f, f, step(1., abs(uv2.y - 2.)) * step(2., uv2.x));
return vec4(f);
}
@@ -513,13 +383,13 @@ subroutine ( src_stage_sub ) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, v
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
float shape = 0.1 + magic(f2, b2, seed + 20) * 0.9;
float repeat = 1 + magic(f3, b3, seed + 30) * 10;
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
float shape = .1 + magic(f2, b2, seed + 20.) * .9;
float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
// logic
@@ -527,13 +397,13 @@ subroutine ( src_stage_sub ) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, v
uv2 *= zoom;
uv2 = mod(uv2, 2);
uv2 = mod(uv2, 2.);
uv2 = abs(uv2 - 1);
uv2 = abs(uv2 - 1.);
float f = istep(1, length(uv2)) * istep(1, length(1 - uv2));
float f = istep(1., length(uv2)) * istep(1., length(1. - uv2));
f *= istep(0.5, saw((length(uv2) + shape + 0.5) * repeat)) * istep(0.5, saw((length(1 - uv2) + shape + 0.5) * repeat));
f *= istep(.5, saw((length(uv2) + shape + .5) * repeat)) * istep(.5, saw((length(1. - uv2) + shape + .5) * repeat));
return vec4(f);
}
@@ -545,15 +415,15 @@ subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, v
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
// controls
float size = magic(f1, b1, seed + 10) * 2 + 0.1;
float dx = (fmagic(f2, b2, seed + 20) * (1 - size * 0.06) - 0.5) * ratio;
bool flip_x = magic_trigger(b2, seed + 20);
float dy = fmagic(f3, b3, seed + 30) * (1 - size * 0.17) - 0.5;
bool flip_y = magic_trigger(b3, seed + 30);
float size = magic(f1, b1, seed + 10.) * 2. + .1;
float dx = (fmagic(f2, b2, seed + 20.) * (1. - size * .06) - .5) * ratio;
bool flip_x = magic_trigger(b2, seed + 20.);
float dy = fmagic(f3, b3, seed + 30.) * (1. - size * .17) - .5;
bool flip_y = magic_trigger(b3, seed + 30.);
// logic
@@ -571,15 +441,15 @@ subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, v
uv2 /= size;
uv2 *= -rot(-PI / 2);
uv2 *= -rot(-PI * 0.5);
float f = istep(0, (uv2.x * 2 + uv2.y) * (uv2.x * 2 - uv2.y)) * istep(0, uv2.y);
float f = istep(0., (uv2.x * 2. + uv2.y) * (uv2.x * 2. - uv2.y)) * istep(0., uv2.y);
uv2.y += 0.1;
uv2.y += .1;
f -= istep(0, (uv2.x + uv2.y * 3) * (uv2.x - uv2.y * 3)) * istep(0, uv2.y);
f -= istep(0., (uv2.x + uv2.y * 3.) * (uv2.x - uv2.y * 3.)) * istep(0., uv2.y);
f += rect(uv2, vec2(0, -0.04), vec2(0.01, 0.04));
f += rect(uv2, vec2(0., -.04), vec2(.01, .04));
return vec4(f);
}
@@ -587,33 +457,33 @@ subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, v
// SRC 15 : Random
subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
{
int src = int(randTime(seed + 100) * 14);
int src = int(randTime(seed + 100.) * 14.) + 1;
if (src == 0) {
if (src == 1) {
return src_1(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 1) {
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 2) {
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 3) {
return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 4) {
return src_5(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 5) {
return src_6(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_5(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 6) {
return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_6(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 7) {
return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 8) {
return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 9) {
return src_10(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 10) {
return src_11(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_10(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 11) {
return src_12(vUV, seed, b1, f1, b2, f2, b3, f3);
return src_11(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 12) {
return src_12(vUV, seed, b1, f1, b2, f2, b3, f3);
} else if (src == 13) {
return src_13(vUV, seed, b1, f1, b2, f2, b3, f3);
} else {
return src_14(vUV, seed, b1, f1, b2, f2, b3, f3);
+8
View File
@@ -49,6 +49,7 @@ static void print_help(int status_code) {
"[--wayland] "
"[--cocoa] "
"[--win32] "
"[-as / -nas] "
"[-oma=MAJOR] "
"[-omi=MINOR] "
"\n\n"
@@ -87,6 +88,8 @@ static void print_help(int status_code) {
" -nls, --no-load-state do not load saved state\n"
" -ss, --save-state save state (default)\n"
" -nss, --no-save-state do not save state\n"
" -as, --auto-save continuously save state (every ~10ms)\n"
" -nas, --no-auto-save do not continuously save state (default)\n"
" -mr, --midi-reconnect auto-reconnect midi (default)\n"
" -nmr, --no-midi-reconnect do not auto-reconnect midi\n"
" -tm, --trace-midi print midi code and values\n"
@@ -168,6 +171,7 @@ void args_parse(Parameters *params, int argc, char **argv) {
params->internal_size = 720;
params->load_state = true;
params->save_state = true;
params->auto_save = false;
params->midi_reconnect = true;
params->trace_midi = false;
params->trace_fps = false;
@@ -234,6 +238,10 @@ void args_parse(Parameters *params, int argc, char **argv) {
params->save_state = true;
} else if (is_arg(arg, "-nss") || is_arg(arg, "--no-save-state")) {
params->save_state = false;
} else if (is_arg(arg, "-as") || is_arg(arg, "--auto-save")) {
params->auto_save = true;
} else if (is_arg(arg, "-nas") || is_arg(arg, "--no-auto-save")) {
params->auto_save = false;
} else if (is_arg(arg, "-mr") || is_arg(arg, "--midi-reconnect")) {
params->midi_reconnect = true;
} else if (is_arg(arg, "-nmr") || is_arg(arg, "--no-midi-reconnect")) {
+7
View File
@@ -87,6 +87,12 @@
#define MAX_TAP_VALUES 10
#endif
/* STATE */
#ifndef STATE_AUTO_SAVE_SECONDS
#define STATE_AUTO_SAVE_SECONDS 0.1
#endif
/* OPENGL */
#ifndef OPENGL_MAJOR_VERSION
@@ -98,6 +104,7 @@
#endif
/* GLFW CONSTANTS */
#ifndef GLFW_BACKENDS
#define GLFW_BACKEND_ANY 0
#define GLFW_BACKEND_X11 1
+3 -1
View File
@@ -109,10 +109,12 @@ void file_dump(const char *path, const char *content) {
fclose(file_pointer);
}
void file_write(const char *path, const StringArray *lines) {
void file_write(const char *path, const StringArray *lines, const bool log) {
FILE *file_pointer;
if (log) {
log_info("Writing %s...", path);
}
// open file
file_pointer = fopen(path, "w");
+1 -1
View File
@@ -9,7 +9,7 @@ bool file_should_update(const File *file);
bool file_update(File *file);
void file_write(const char *path, const StringArray *lines);
void file_write(const char *path, const StringArray *lines, const bool log);
void file_dump(const char *path, const char *content);
+1
View File
@@ -207,6 +207,7 @@ static void start_state_background_write() {
process_args->context = &context;
process_args->state_config = project.state_config;
process_args->midi = &midi;
process_args->auto_save = init_params.auto_save;
if (pthread_create(&thread, NULL, state_background_write, process_args) ==
0) {
pthread_detach(thread);
+51 -6
View File
@@ -12,6 +12,7 @@
#include "rand.h"
#include "state.h"
#include "tempo.h"
#include "timer.h"
static void safe_midi_write(MidiDevice midi, unsigned int code,
unsigned char value) {
@@ -179,13 +180,44 @@ static void load_from_index_file(Context *context, StateConfig state_config,
}
static void save_to_file(const Context *context, StateConfig state_config,
const char *state_file) {
const char *state_file, const bool log) {
StringArray lines;
if (log) {
log_info("Saving state to '%s'...", state_file);
}
lines.length = 0;
snprintf(lines.values[lines.length++], STR_LEN, "time=%f", context->time);
if (lines.length > ARRAY_SIZE) {
log_error("Too many values to save");
return;
}
snprintf(lines.values[lines.length++], STR_LEN, "beats=%f",
context->tempo_total);
if (lines.length > ARRAY_SIZE) {
log_error("Too many values to save");
return;
}
snprintf(lines.values[lines.length++], STR_LEN, "demo=%d",
context->demo ? 1 : 0);
if (lines.length > ARRAY_SIZE) {
log_error("Too many values to save");
return;
}
snprintf(lines.values[lines.length++], STR_LEN, "auto_random=%d",
context->auto_random ? 1 : 0);
if (lines.length > ARRAY_SIZE) {
log_error("Too many values to save");
return;
}
snprintf(lines.values[lines.length++], STR_LEN, "auto_random_cycle=%d",
context->auto_random_cycle);
if (lines.length > ARRAY_SIZE) {
log_error("Too many values to save");
return;
}
snprintf(lines.values[lines.length++], STR_LEN, "tempo=%d",
(unsigned int)context->tempo.tempo);
if (lines.length > ARRAY_SIZE) {
@@ -249,16 +281,16 @@ static void save_to_file(const Context *context, StateConfig state_config,
}
}
file_write(state_file, &lines);
file_write(state_file, &lines, log);
}
static void save_to_default_file(const Context *context,
StateConfig state_config) {
StateConfig state_config, const bool log) {
char state_file[STR_LEN];
snprintf(state_file, STR_LEN, "%s.txt", state_config.save_file_prefix);
save_to_file(context, state_config, state_file);
save_to_file(context, state_config, state_file, log);
}
static void save_to_index_file(const Context *context, StateConfig state_config,
@@ -268,7 +300,7 @@ static void save_to_index_file(const Context *context, StateConfig state_config,
snprintf(state_file, STR_LEN, "%s.%d.txt", state_config.save_file_prefix,
index);
save_to_file(context, state_config, state_file);
save_to_file(context, state_config, state_file, true);
}
void state_parse_config(StateConfig *state_config, const ConfigFile *config) {
@@ -727,16 +759,20 @@ void *state_background_write(void *args) {
Context *context = process_args->context;
StateConfig state_config = process_args->state_config;
MidiDevice *midi = process_args->midi;
bool auto_save = process_args->auto_save;
bool beat_active;
bool last_active;
bool change;
bool last_change;
bool do_auto_save;
bool last_auto_save;
log_info("(state) background writing started");
last_active = false;
last_change = false;
last_auto_save = false;
while (!context->stop) {
beat_active = tempo_progress(&context->tempo, 1.0) < 0.5;
@@ -762,6 +798,15 @@ void *state_background_write(void *args) {
}
last_change = change;
do_auto_save = fmod(context->time, STATE_AUTO_SAVE_SECONDS) <
STATE_AUTO_SAVE_SECONDS * 0.5;
if (auto_save && do_auto_save && !last_auto_save) {
save_to_default_file(context, state_config, false);
}
last_auto_save = do_auto_save;
}
log_info("(state) background writing stopped by main thread");
@@ -802,5 +847,5 @@ void state_init(Context *context, StateConfig state_config, bool demo,
}
void state_save(const Context *context, StateConfig state_config) {
save_to_default_file(context, state_config);
save_to_default_file(context, state_config, true);
}
+2
View File
@@ -55,6 +55,7 @@ typedef struct Parameters {
unsigned int internal_size;
bool load_state;
bool save_state;
bool auto_save;
bool midi_reconnect;
bool trace_midi;
bool trace_fps;
@@ -279,6 +280,7 @@ typedef struct StateBackgroundWriteArgs {
Context *context;
StateConfig state_config;
MidiDevice *midi;
bool auto_save;
} StateBackgroundWriteArgs;
// timer.c